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                        Returning 10 results for 'changes were refuge'.
                    
                
                        
                            
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                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    -foot-tall golems worship the Mad Mage as a god and regard the Runestone as his eye into their dark domain. The Stonecloaks don’t like it that a lich has taken refuge in the stalagmite tower, but
                                                
                                            
                                                
                                                     Ezzat’s wards mean that there’s little they can do about it. Unless otherwise noted, a Stonecloak uses the stone golem statistics, with these changes: A Stonecloak has Intelligence and Charisma scores of 9
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     of changelings; the theme and tone of the inn changes every week. It’s said to have ties with the Tyrants, which keeps troublemakers away. The Butcher’s is a combination butcher shop and bar in
                                                
                                            
                                                
                                                     actually knows who it represents. The statue radiates the effects of a sanctuary spell within a 15-foot radius and serves as a refuge for those in danger. The most destitute inhabitants of the
                                                
                                            
                                        
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                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Zhents coin and allows them to use the family’s noble villa as a refuge. In exchange, the house reaps all the benefits that the Black Network offers, including intelligence that its spies have gathered. So
                                                
                                            
                                                
                                                     amputated when he was a young boy, but the scar on his backside remains. Game Statistics Orond Gralhund is a Tethyrian human noble, with these changes: Orond is neutral evil. He has an Intelligence of 9 (−1). Never one to bother learning other languages, he speaks only Common.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     duel, Halaster captured Manshoon and amputated his left arm at the elbow for reasons unknown. Manshoon escaped imprisonment and fled Undermountain, taking refuge in the city above. Attempts to
                                                
                                            
                                                
                                                     destroyed, Manshoon creates another. Each simulacrum has the statistics of Manshoon, with these changes: The simulacrum has no special equipment. Consequently, it has AC 12 and lacks the Magic Resistance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    –30 Gray, unassuming door on a colorless landing Crumbling temple to a forgotten god on the joyless plane of Hades 31–33 Oblong door that changes material at random Adamantine githzerai fortress on
                                                
                                            
                                                
                                                     Radiant Citadel, a refuge on the Ethereal Plane 59–63 Silvery threshold etched with stars Eye socket of a dead god drifting through the Astral Plane 64–68 Ornate, upright coffin that expels a hostile
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    , the creature changes the object into another nonliving form of the same size, such as turning a boulder into a ball of fire. Finally, a creature in Limbo can take a Magic action to make a DC 20
                                                
                                            
                                                
                                                     tumultuous heart brought into a refuge can unravel the entire sanctuary. Adventurers might also come to Limbo to explore the secrets of the Spawning Stone. Said to have been created by Primus, the overlord
                                                
                                            
                                        
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                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     present to defend the town, the frost giant raiders force hundreds of townsfolk to take refuge in the mines. The giants pile boulders in front of the mine entrances to trap the townsfolk inside, then loot
                                                
                                            
                                                
                                                     following changes: The leader is chaotic neutral. He or she has a Dexterity score of 15 (+2) and AC 14. He or she speaks Bothii (the Uthgardt language), Common, and Elvish. The leader carries an oathbow
                                                
                                            
                                        
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                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     shape on an old anvil.
 Creatures. Two duergar smiths are forging a blade at the forge in the center of the south wall. The work is overseen by Snurrevin, a duergar with the following changes, which
                                                
                                            
                                                
                                                     duergar guard, the sounds of battle alert the leader, Nimira. She is a duergar with the following changes, which increase her challenge rating to 3 (700 XP): Her AC is 17 (splint armor). She has 52
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                    . Fiend’s Ante. A crackling crimson portal leads to area P4. Shemeshka’s Portal. An unopened, golden portal stands in an empty alcove to the north. This portal leads to Shemeshka’s refuge. This portal can’t
                                                
                                            
                                                
                                                     death. Crystal Sphere. The crystal sphere shows scenes of areas P1–area P4, scrying on them as if it were a crystal ball of true seeing. The scene in the sphere changes to a different scene every 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     flee and take refuge in the pool in area 36. They fight if they are cornered or if they see the intruding party attempt to enter area 37. Treasure. One chest holds the following items: a set of
                                                
                                            
                                                
                                                    , for he has made no arrangements with humans. Nevertheless, he is amiable and willing to talk. Sauriv has the statistics of a lizardfolk noble, with these changes: Sauriv is lawful neutral. His Armor
                                                
                                            
                                        





