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Returning 35 results for 'change were running'.
Other Suggestions:
channel were ranging
channel were rusting
charges were ruling
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change were ranging
Monsters
Vecna: Eve of Ruin
flaws:
Harmed by Running Water. While in running water, Strahd takes 20 acid damage if he ends his turn there, and he can’t use his Change Shape.
Sunlight Hypersensitivity. While in sunlight
, Strahd takes 20 radiant damage at the start of his turn, has disadvantage on attack rolls and ability checks, and can’t use his Change Shape bonus action.Multiattack. Strahd makes two Death Strike
Backgrounds
Baldur’s Gate: Descent into Avernus
Bands of orphans and runaways band together in the Outer City, running after passersby in ragged throngs to plead for scraps. In the Lower City, urchins are often recruited into the lowest echelons
)
3
Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
4
Retribution. The rich need to be shown what life and death are like in
Monsters
Guildmasters’ Guide to Ravnica
. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5
Heightened Awareness. The krasis can’t be surprised, as a result of
without a running start, the krasis’s long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet
Monsters
Guildmasters’ Guide to Ravnica
speed.
4
Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5
Heightened Awareness. The krasis can’t be
Leaping Legs. With or without a running start, the krasis’s long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet
Monsters
Guildmasters’ Guide to Ravnica
speed.
4
Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5
Heightened Awareness. The krasis can’t be
Leaping Legs. With or without a running start, the krasis’s long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet
Magic Items
Quests from the Infinite Staircase
short or long rest. Once added, fuel can’t be removed from the lantern’s base.
The lantern’s flame can’t be extinguished by any means other than running out of fuel. If the
faces display the following gem lenses: diamond, emerald, ruby, and sapphire. As part of a short or long rest, you can magically change any of these gem lenses to a different type of gem shown in the
Monsters
Fizban's Treasury of Dragons
", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Change Shape
of an adult deep dragon.
7
An adult deep dragon has ended up rearing a young brass dragon and is running out of patience for the young dragon’s mischief.
8
An adult deep dragon takes
Thri-kreen
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide
.
Standing Leap. The thri-kreen’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.Multiattack. The thri-kreen makes two attacks: one with its bite
Thri-kreen (psionics variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide
.
Standing Leap. The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Innate Spellcasting (Psionics). The thri-kreen's innate spellcasting
Thri-kreen (weapons variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide
.
Standing Leap. The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.Multiattack. The thri-kreen makes two gythka attacks or two chatkcha
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
aboard ships that can traverse vast distances by using a magical form of travel known as spelljamming. Before running this adventure, read the Astral Adventurer’s Guide, which contains information about
these settings and how spelljamming works. The adventure assumes the characters have no prior experience with spelljamming—but that is about to change! The information in this book is for the DM’s eyes
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
aboard ships that can traverse vast distances by using a magical form of travel known as spelljamming. Before running this adventure, read the Astral Adventurer’s Guide, which contains information about
these settings and how spelljamming works. The adventure assumes the characters have no prior experience with spelljamming—but that is about to change! The information in this book is for the DM’s eyes
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
they’ll brush shoulders with immortals and discover a plot to forever change the multiverse. The information in this book is for the Dungeon Master’s eyes only. If you’re planning to play the
adventure with someone else as your DM, stop reading now. Before running this adventure, review Sigil and the Outlands, which provides overviews of this adventure’s settings. This adventure assumes
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
they’ll brush shoulders with immortals and discover a plot to forever change the multiverse. The information in this book is for the Dungeon Master’s eyes only. If you’re planning to play the
adventure with someone else as your DM, stop reading now. Before running this adventure, review Sigil and the Outlands, which provides overviews of this adventure’s settings. This adventure assumes
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
between the eastern cities of the Dragon Coast, Cormyr, and Sembia with the Coast Way running south to the great cities of Amn, Tethyr, and far Calimshan. The trade caravans that pass through Greenest
adventure as caravan guards. You can adapt Tyranny of Dragons to different regions of the Realms or to a different setting with a bit more preparation on your part. Change the names and locations to suit your campaign.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
between the eastern cities of the Dragon Coast, Cormyr, and Sembia with the Coast Way running south to the great cities of Amn, Tethyr, and far Calimshan. The trade caravans that pass through Greenest
adventure as caravan guards. You can adapt Tyranny of Dragons to different regions of the Realms or to a different setting with a bit more preparation on your part. Change the names and locations to suit your campaign.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running the Adventures later in this introduction).
One-Shot Adventure Maybe you’re normally a player in an ongoing campaign, but you want to try your hand at being the Dungeon Master. Maybe you’re
campaign, and you want to give them a change of pace before they get immersed in the next act of the unfolding drama. Or they’re traveling halfway around the world, and you’re looking for something to
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running the Adventures later in this introduction).
One-Shot Adventure Maybe you’re normally a player in an ongoing campaign, but you want to try your hand at being the Dungeon Master. Maybe you’re
campaign, and you want to give them a change of pace before they get immersed in the next act of the unfolding drama. Or they’re traveling halfway around the world, and you’re looking for something to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s
flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s
flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Why Are You Here? What brought you to Callestan, and should your fortunes change, why would you stay? You may have roots in the district. Perhaps your mother ran a small gang that was wiped out when
you were a child. Maybe your family still lives here, running a struggling business. For many people, the appeal of Callestan is its freedom. If you’re a criminal or a charlatan, you’re likely
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sidebar on the last page? And after all the time you’re going to put in getting ready to run this adventure? Outrageous! Someone needs to teach these people a lesson.
If you’re running the adventure for
interesting. And never forget that you can change up any aspects of the adventure to make them a better fit for your campaign. Swap monsters around to keep the players guessing, or make use of the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Why Are You Here? What brought you to Callestan, and should your fortunes change, why would you stay? You may have roots in the district. Perhaps your mother ran a small gang that was wiped out when
you were a child. Maybe your family still lives here, running a struggling business. For many people, the appeal of Callestan is its freedom. If you’re a criminal or a charlatan, you’re likely
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sidebar on the last page? And after all the time you’re going to put in getting ready to run this adventure? Outrageous! Someone needs to teach these people a lesson.
If you’re running the adventure for
interesting. And never forget that you can change up any aspects of the adventure to make them a better fit for your campaign. Swap monsters around to keep the players guessing, or make use of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
tavern, the staff, layout of the building, and decor shouldn’t change much from one visit to the next. That said, changes can occur as a result of the characters’ actions or of actions they learn about
can help you design adventure content that provides opportunities for character development. Keep a running tally of the adventurers’ classes and levels, as well as any quests and downtime activities
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
tavern, the staff, layout of the building, and decor shouldn’t change much from one visit to the next. That said, changes can occur as a result of the characters’ actions or of actions they learn about
can help you design adventure content that provides opportunities for character development. Keep a running tally of the adventurers’ classes and levels, as well as any quests and downtime activities
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
: A hilly region with a river running through it, though the Dessarin Valley is small enough that it might not show up on conventional Eberron campaign maps. Ideally, there should be analogues of the
Forest, with an equivalent to the elves who live within it. The biggest change you’ll have to make is to the adventure’s assumed cosmology. Eberron lacks the traditional elemental planes, so you’ll have
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can secure gear and guides before leaving the city. Syndra Silvane is too weak to accompany them or provide any additional support. If you are running this adventure in a homebrew D&D setting, you can
place Port Nyanzaru wherever you see fit and even change its name. If you’re using another published D&D setting, you can dispense with Port Nyanzaru entirely and use a different coastal city as the
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
Enter the Giant About a month ago, Arthur heard a loud noise outside. When he went to investigate, he found a fire giant running up the hillside toward his house, with two young fire giant children
, she felt the mood at court change. The twins’ father wasn’t a noble, and one of her trusted advisers, Lord Invido, suggested this consort might try to usurp her throne. But it was Invido himself who
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can secure gear and guides before leaving the city. Syndra Silvane is too weak to accompany them or provide any additional support. If you are running this adventure in a homebrew D&D setting, you can
place Port Nyanzaru wherever you see fit and even change its name. If you’re using another published D&D setting, you can dispense with Port Nyanzaru entirely and use a different coastal city as the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
: A hilly region with a river running through it, though the Dessarin Valley is small enough that it might not show up on conventional Eberron campaign maps. Ideally, there should be analogues of the
Forest, with an equivalent to the elves who live within it. The biggest change you’ll have to make is to the adventure’s assumed cosmology. Eberron lacks the traditional elemental planes, so you’ll have
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
Enter the Giant About a month ago, Arthur heard a loud noise outside. When he went to investigate, he found a fire giant running up the hillside toward his house, with two young fire giant children
, she felt the mood at court change. The twins’ father wasn’t a noble, and one of her trusted advisers, Lord Invido, suggested this consort might try to usurp her throne. But it was Invido himself who
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
same kind of creature are present, since the druid might favor a certain kind of beast or plant.) Running the Encounter. The frost druid aims to kill the characters or send them scurrying back to Ten
giant riding a mammoth, as the earth rumbles and trembles with every one of the mammoth’s heavy footfalls. Running the Encounter. The frost giant has come down from the Spine of the World mountains
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
same kind of creature are present, since the druid might favor a certain kind of beast or plant.) Running the Encounter. The frost druid aims to kill the characters or send them scurrying back to Ten
giant riding a mammoth, as the earth rumbles and trembles with every one of the mammoth’s heavy footfalls. Running the Encounter. The frost giant has come down from the Spine of the World mountains
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the following flaws:
Harmed by Running Water. While in running water, Strahd takes 20 acid damage if he ends his turn there, and he can’t use Change Shape.
Sunlight Hypersensitivity. While in
sunlight, Strahd takes 20 radiant damage at the start of his turn, has disadvantage on attack rolls and ability checks, and can’t use Change Shape.
Actions
Multiattack. Strahd makes two Death Strike