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Returning 35 results for 'changeling read glared to have refer'.
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Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Changeling Traits Changeling Adopting a
Person’s Appearance Your changeling character has the following traits. Ability Score Increase. Your Charisma score increases by 2. In addition, one other
ability score of your choice increases by 1. Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Changeling Traits Changeling Adopting a
Person’s Appearance Your changeling character has the following traits. Ability Score Increase. Your Charisma score increases by 2. In addition, one other
ability score of your choice increases by 1. Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Need a Lift? Jas (neutral evil changeling; see chapter 6) approaches the characters in the guise of Sergeant Vilroy sometime after they leave Mithral Tower. Read or paraphrase the following boxed
you in a skycoach.
“Vilroy” urges the characters to board the skycoach and share what they have learned thus far. If the characters mention Garra’s safe house, the changeling tells them there’s no
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
revert to your true form or until you die. Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. Languages. You can speak, read, and write Common and two other languages of your choice.
Changeling Traits Your changeling character has the following traits. Ability Score Increase. Your Charisma score increases by 2. In addition, one ability score of your choice increases by 1. Age
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
revert to your true form or until you die. Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. Languages. You can speak, read, and write Common and two other languages of your choice.
Changeling Traits Your changeling character has the following traits. Ability Score Increase. Your Charisma score increases by 2. In addition, one ability score of your choice increases by 1. Age
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Need a Lift? Jas (neutral evil changeling; see chapter 6) approaches the characters in the guise of Sergeant Vilroy sometime after they leave Mithral Tower. Read or paraphrase the following boxed
you in a skycoach.
“Vilroy” urges the characters to board the skycoach and share what they have learned thus far. If the characters mention Garra’s safe house, the changeling tells them there’s no
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the Player’s Handbook: Aarakocra
Aasimar
Bugbear
Centaur
Changeling
Deep Gnome
Duergar
Eladrin
Fairy
Firbolg
Genasi, Air
Genasi, Earth
Genasi, Fire
Genasi, Water
of these races are based on creatures that appear in the Monster Manual or the bestiary of this book. Consult with your DM to see whether an option here is appropriate for your campaign. If you do use a race in this chapter, first read the “Creating Your Character” section below.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the Player’s Handbook: Aarakocra
Aasimar
Bugbear
Centaur
Changeling
Deep Gnome
Duergar
Eladrin
Fairy
Firbolg
Genasi, Air
Genasi, Earth
Genasi, Fire
Genasi, Water
of these races are based on creatures that appear in the Monster Manual or the bestiary of this book. Consult with your DM to see whether an option here is appropriate for your campaign. If you do use a race in this chapter, first read the “Creating Your Character” section below.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Arrival When the characters arrive at the tower, read the following boxed text aloud: The House of Thalivar is a tall tower at the heart of the town. Recently rebuilt by soldiers, the structure now
company of fifteen guards inhabit the tower, led by the wizard Gallio Elibro and his guard captain Hazz Yarrum. Two halflings serve the household as cooks and porters. Refer to “Meeting Gallio Elibro” when the characters present themselves for their quest.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Arrival When the characters arrive at the tower, read the following boxed text aloud: The House of Thalivar is a tall tower at the heart of the town. Recently rebuilt by soldiers, the structure now
company of fifteen guards inhabit the tower, led by the wizard Gallio Elibro and his guard captain Hazz Yarrum. Two halflings serve the household as cooks and porters. Refer to “Meeting Gallio Elibro” when the characters present themselves for their quest.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Arrival When the characters arrive at the tower, read the following boxed text aloud: A tall, ruined tower thrusts skyward from the summit of the crag. Its uppermost floor is blackened with soot and
structure. At the foot of the tower, two ruined arches open into the interior.
The tower is unguarded, and the only person present is the wizard Gallio Elibro. Refer to “Dealing with Gallio Elibro” if the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Arrival When the characters arrive at the tower, read the following boxed text aloud: A tall, ruined tower thrusts skyward from the summit of the crag. Its uppermost floor is blackened with soot and
structure. At the foot of the tower, two ruined arches open into the interior.
The tower is unguarded, and the only person present is the wizard Gallio Elibro. Refer to “Dealing with Gallio Elibro” if the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feet high by 2 feet wide. Grumink and his team have been hard at work, trying to dig through the stone behind the altar. If Grumink is unaware of the characters, refer to the “Dwarves at Work” section
. If Grumink knows the characters are coming, refer to the “Dwarves Alerted” section instead. Grumink is hostile toward the characters in either scenario, mistaking them for competitors. Dwarves at
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Maze Engine Deep within the Labyrinth lies the Maze Engine — a mechanical, magically powered device capable of altering reality. Modrons refer to the device as an Orderer because it was designed
characters could experience a vision of a journey to the Labyrinth in the library, or read an account of the device in its archives.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feet high by 2 feet wide. Grumink and his team have been hard at work, trying to dig through the stone behind the altar. If Grumink is unaware of the characters, refer to the “Dwarves at Work” section
. If Grumink knows the characters are coming, refer to the “Dwarves Alerted” section instead. Grumink is hostile toward the characters in either scenario, mistaking them for competitors. Dwarves at
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Maze Engine Deep within the Labyrinth lies the Maze Engine — a mechanical, magically powered device capable of altering reality. Modrons refer to the device as an Orderer because it was designed
characters could experience a vision of a journey to the Labyrinth in the library, or read an account of the device in its archives.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. The book presents the monsters’ sections alphabetically, with animals gathered in appendix A. Official D&D adventures refer to the monsters in this book, and you may use these monsters—along with
New in the 2025 Version?
This is the 2025 version of the fifth edition Monster Manual. If you’ve read the 2014 version, much of this book will feel familiar, since the fundamental rules and variety
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. The book presents the monsters’ sections alphabetically, with animals gathered in appendix A. Official D&D adventures refer to the monsters in this book, and you may use these monsters—along with
New in the 2025 Version?
This is the 2025 version of the fifth edition Monster Manual. If you’ve read the 2014 version, much of this book will feel familiar, since the fundamental rules and variety
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
11. Olhydra’s Canal When the characters look into the wreckage of this small ship, read or paraphrase the following boxed text: You see gently sloping sand, leading up the length of this sunken
front of the ship, the trap is triggered. When that occurs, refer to the “Olhydra’s Gambit” sidebar. Dispel magic, successfully cast against a 6th level spell, suppresses this trap for 1 minute
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
11. Olhydra’s Canal When the characters look into the wreckage of this small ship, read or paraphrase the following boxed text: You see gently sloping sand, leading up the length of this sunken
front of the ship, the trap is triggered. When that occurs, refer to the “Olhydra’s Gambit” sidebar. Dispel magic, successfully cast against a 6th level spell, suppresses this trap for 1 minute
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
. This is the name both of a secret, roaming gambling den and of the changeling who runs it. In addition to offering all manner of mundane games and bets, Chance is said to be able to arrange and cover
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
. This is the name both of a secret, roaming gambling den and of the changeling who runs it. In addition to offering all manner of mundane games and bets, Chance is said to be able to arrange and cover
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Racial Traits The game traits of the monstrous races are given here. Refer to chapter 1 for their cultural and roleplaying notes. Some of these races are more or less powerful than the typical D&D
your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. Languages. You can speak, read, and write Common and Goblin. Goblin Traits Your
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Racial Traits The game traits of the monstrous races are given here. Refer to chapter 1 for their cultural and roleplaying notes. Some of these races are more or less powerful than the typical D&D
your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. Languages. You can speak, read, and write Common and Goblin. Goblin Traits Your
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Meeting in the Mists Once the players are ready to begin, explain that they’ve each chosen to follow the message’s directions. Then read the following boxed text: Following the directions in the
way they came. As characters converse, encourage them to gradually realize they’re unfamiliar with the landmarks the others refer to, despite supposedly all living nearby. What Remains. Anyone who
Compendium
- Sources->Dungeons & Dragons->Divine Contention
represent Dumathoin. Refer to the “Guardian of the Gulch” section for information about awakening the eidolon. The gnome resting against the moonstone is Dabbledob Plasterpatch. He holds the magical
them. The inscription can only be read while it is still. To decipher it, a character must fulfil at least one of the following requirements:
Understand Dwarven and succeed on a DC 15 Intelligence
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Meeting in the Mists Once the players are ready to begin, explain that they’ve each chosen to follow the message’s directions. Then read the following boxed text: Following the directions in the
way they came. As characters converse, encourage them to gradually realize they’re unfamiliar with the landmarks the others refer to, despite supposedly all living nearby. What Remains. Anyone who
Compendium
- Sources->Dungeons & Dragons->Divine Contention
represent Dumathoin. Refer to the “Guardian of the Gulch” section for information about awakening the eidolon. The gnome resting against the moonstone is Dabbledob Plasterpatch. He holds the magical
them. The inscription can only be read while it is still. To decipher it, a character must fulfil at least one of the following requirements:
Understand Dwarven and succeed on a DC 15 Intelligence
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Nib’s Cave A miser toils inside a cave, spinning his gold into gifts for those who visit him. When the characters happen upon Nib’s cave, read: Cozy torchlight radiates from a cave in the wooded
invite them inside the cave. If they enter, read: Inside the cave, a wizened old man wearing a blindfold sits at a spinning wheel, surrounded by piles of gold. As he spins, he reaches down and grasps
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Nib’s Cave A miser toils inside a cave, spinning his gold into gifts for those who visit him. When the characters happen upon Nib’s cave, read: Cozy torchlight radiates from a cave in the wooded
invite them inside the cave. If they enter, read: Inside the cave, a wizened old man wearing a blindfold sits at a spinning wheel, surrounded by piles of gold. As he spins, he reaches down and grasps
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
hyper-evolved specimens are called Simic hybrids, though they sometimes refer to themselves as guardians. Extensive Adaptation A hybrid’s biological enhancements can change its appearance drastically
were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Languages. You can speak, read, and write Common and your choice of Elvish or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
chambers at the edge of the Inverse (depicted on map 5.1). It takes 30 minutes to find the lair if the characters know the way. Refer to the “Finding Beltha” section if the characters don’t know where to go
. When the characters reach the steam-pipe-lined tunnels where Beltha hides out, read the following: A gridded iron balcony overlooks an unevenly shaped room full of intertwining pipes and machinery
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
hyper-evolved specimens are called Simic hybrids, though they sometimes refer to themselves as guardians. Extensive Adaptation A hybrid’s biological enhancements can change its appearance drastically
were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Languages. You can speak, read, and write Common and your choice of Elvish or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
chambers at the edge of the Inverse (depicted on map 5.1). It takes 30 minutes to find the lair if the characters know the way. Refer to the “Finding Beltha” section if the characters don’t know where to go
. When the characters reach the steam-pipe-lined tunnels where Beltha hides out, read the following: A gridded iron balcony overlooks an unevenly shaped room full of intertwining pipes and machinery