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Returning 35 results for 'changing return guides to have relatively'.
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Monsters
Bigby Presents: Glory of the Giants
Ysgard: creatures slain on that plane return to life the next dawn. Thus, the giants’ incursion became a part of the eternal battle that rages across the plane. The trolls, whose fundamental
. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard use
Monsters
Bigby Presents: Glory of the Giants
Ysgard: creatures slain on that plane return to life the next dawn. Thus, the giants’ incursion became a part of the eternal battle that rages across the plane. The trolls, whose fundamental
appearance. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(spell save DC 21):
At will: alter self (can become Medium when changing his appearance), confusion, detect magic, fly, major image, stinking cloud, suggestion, wall of fire
Teleport. Moloch teleports
time in preparing for his return. He amassed an army of devils and monsters and left them to make final preparations for invading the Nine Hells, while he ventured to the Material Plane in search of an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
material components and using Charisma as the spellcasting ability (spell save DC 22):
At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster
lord of Cania, but he has never wavered in his support for his master—suggesting, perhaps, that Mephistopheles has some hold over him.
Outside the Nine Hells, Hutijin is a relatively obscure
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
will: alter self (can become Medium-sized when changing his appearance), detect magic, dispel magic, phantasmal force
3/day each: confusion, dream, mislead, programmed illusion, seeming
1/day each
elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.”
61–80
“I convince myself that
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant
path to satisfy their obsessions become wandering tinkers and minstrels.
These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones
Triton
Legacy
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Species
Volo's Guide to Monsters
foes when they found them and drove the rest into hiding.
With their foes banished to the deepest reaches of the sea, tritons settled in to watch for any sign of their return. Over time, the tritons
have never been to the surface world. They struggle with the idea that they can’t easily move up and down out of water, and the changing of the seasons mystifies them.
Tritons also find the
Human
Legacy
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Species
Basic Rules (2014)
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
EVERYONE’S SECOND-BEST FRIENDS
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
Orc
Legacy
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Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
authority and cause the tribe to collapse into chaos, with the survivors scattering either to join new tribes or to strike out on their own. At the other extreme, warriors that return home with a heavily
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
guides, they can decide which agent they want to initially return to. (Even if the characters have done secret deals with both agents, they should choose one to be their initial contact upon their
return to their original time.) If the characters somehow manage to return to their original time at any other location, a courier arrives at that location shortly thereafter, delivering an urgent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark Natives Knowing that many of their NPC companions have homes in the Underdark can be an important part of the decision-making process that guides the characters through the early chapters
of this adventure. The Underdark is a dangerous place, and characters might be reluctant to let their newfound friends fend for themselves. Helping some of them return home makes a good incentive to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. In addition, a number of guides operate from Triboar. They take merchants and other travelers all over the Sword Coast North (typically for stiff fees). Many of these guides are retired adventurers who
know the North well. A half-elf adventurer named Gervor and his companions went missing recently. The adventurers were staying in town, and locals expected them to return tendays ago. In addition
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
member of the party has likewise been given the finest horse available. Guides are available to help, and the party has a splendid map showing the exact location of the great timber fortress of the chief
perils they are to face. They are to follow any clues that point toward the sinister hand suspected of guiding the uprising, but are to return at once if they determine exactly the reason or force behind the unholy alliance. Some relic of great evil might be at hand.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
is relatively scarce in such areas. Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in
invaders and in return providing services such as excavating new living spaces and disposing of trash. If it’s unlucky, the tribe is enslaved by the other humanoids, and the kobolds serve similar roles but under threat of death.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Lords and Their Thralls While the demons fight for domination among their own kind in the Abyss, the Material Plane is the most fertile ground for demons to acquire followers. Even a relatively weak
better able to pursue the demon’s goal in the world. Sects dedicated to the worship of the various demon lords are spread across the mortal worlds of the multiverse as well as the Abyss. In return for
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Finding a Guide Guides can be retained in Port Nyanzaru or Fort Beluarian. All Port Nyanzaru guides must register and serve under the auspices of Jobal, who takes a princely cut of their earnings and
findings. The Zhentarim also have a black market network in the city that provides guides. Jobal is aware that this network exists and makes it abundantly clear that guides who fail to register with
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
poorly to changing circumstances. They can’t read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
away anything for free and always expect something in return. 7 I have many vices and tend to indulge them. 8 I’m always changing my mind—well, almost always. The arrival of the Witchlight Carnival is a highly anticipated event
good, which is why I live by an ever-changing set of rules. (Chaotic) 5 Honor. A deal is a deal, and I would never break one. (Lawful) 6 Rule of Three. Everything in the multiverse happens in threes. I
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Mechanical Guides Each mechanical guide is programmed to teleport through space and time to the adventure’s set locations, effectively dropping the characters at the start of chapter 3 or chapter 4
. Each guide can return to its agent’s manor at any time. Each guide is an unaligned Medium construct with AC 20, 50 hit points, and a speed of 20 feet. It has no attacks, and has a +0 modifier for all
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters reach their destination, instead staying with the boat to keep it under their control and guard the party’s return trip. While they are at sea, as their boat approaches the promontory, the
characters see a well-traveled and relatively dry track (at the point marked A on the map) leading from the coast. It disappears into the marshland interior. Once they are within 40 feet of the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
She shall return!” As with the first assault on the adventurers, try to ensure that if the attackers are defeated, at least one escapes to report the outcome of the battle. Most easily, the dragon can
—one that not only exceeds what the cult is paying but covers the damage to reputation that comes from changing sides in the middle of battle. A good starting offer is 10,000 gp, or 2,000 gp per
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
She shall return!” As with the first assault on the adventurers, try to ensure that if the attackers are defeated, at least one escapes to report the outcome of the battle. Most easily, the dragon can
— one that not only exceeds what the cult is paying but covers the damage to reputation that comes from changing sides in the middle of battle. A good starting offer is 10,000 gp, or 2,000 gp per
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
her family and made a significant offering to the gods. In return, the gods created a stable plain where she built her new home. A group of guides and explorers called the Trail Keepers base their
Kobold
Legacy
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Species
Volo's Guide to Monsters
, since food is relatively scarce in such areas.
Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be
protection from invaders and in return providing services such as excavating new living spaces and disposing of trash. If it’s unlucky, the tribe is enslaved by the other humanoids, and the kobolds
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
entrance and guides them to an ornate gazebo in a hidden courtyard to talk. Servants. The stronghold is also occupied by a dozen mercenaries—all cultists of Bel who appear as burly and brutish fighters
finish the military campaign he started long ago, letting him return to Avernus and take on the forces of Zariel. Further, he is open about his rivalry with Lynx. He claims that the retired rogue is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. From here, the pantheon of Theros watches the mortal world and guides the living. Though the gods live in a veritable paradise, they can’t sever themselves from the mortal world. To do so would be to
lose the faith of their followers, the source of their magic and a power they will not relinquish. Nyx can be perceived in the night sky, with its ever-changing brilliance marked by constellations and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
case they’re allowed a room and given strict instructions not to wander the halls without their assigned guides. The halls of Exaltation connect to its classrooms, kitchens, bakeries, dining halls
and dinner. These bells also denote the changing of the guard at the eastern gatehouse and the Emerald Door. Miirym The Sentinel Wyrm
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Enemies Everywhere Elder brains seek stability and safety for their colonies, and a colony can remain in a relatively peaceful state for decades if it can evade discovery while it acquires food. Two
that the mind flayers can’t rebuild their shattered empire without expanding their reach. It might resent its new rival, but it can take comfort that soon enough the ulitharid will strike out on its own and the colony will return to normal.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, Lazav, wears many faces. Golgari Swarm. An elf lich named Jarad guides the Golgari Swarm’s masses as they lurk in the undercity, where they process the city’s waste and see to the new life that
-changing environment, the Simic magically hasten the process of evolution and adaptation of life. These ten guilds stand as the foundation of power on Ravnica. Each maintains a distinctive identity
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
charted, and even those sailors who attempt to explore the isles return with contradictory information. Westward from those islands, some have successfully sailed to the edge of the world, though no one
territories of the great human poleis to the dizzying peaks of the Oraniad Mountains. The line between legend and location often blurs in Theros, though. While the residents of a polis can be relatively
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
I’Cath Domain Trapped in a Dream Darklord: Tsien Chiang Genres: Body horror and cosmic horror Hallmarks: Endlessly changing labyrinth, deadly jiangshi, inescapable dreamworld Mist Talismans: Scrap of
-changing city where food is scarce and jiangshi hunt the living. With twilight comes a terrible choice: endure the uncertain terrors of the waking world or succumb to endless servitude in sleep. I’CATHAN