Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 23 results for 'clutching whether reorx'.
Other Suggestions:
clothing whether reborn
clothing whether reorx
clutching whether reborn
Species
Player’s Handbook
Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for
strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dwarf Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for stone
strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or subterranean
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dwarf Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for stone
strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or subterranean
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dwarf MIKE PAPE Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity
and strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dwarf MIKE PAPE Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity
and strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
cries out, “Give it back, you little thief!”
“No, you’re the thief!” replies a youngster with a panicked squeak. An instant later, a frantic kobold bursts from the crowd clutching a sizable bunch of
engaging diplomatically and succeeding on a DC 12 Charisma (Persuasion) check. Less than a minute later—whether or not the characters get involved—Gammon’s mother, Kusa Xungoon, appears from the surrounding crowd.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
cries out, “Give it back, you little thief!”
“No, you’re the thief!” replies a youngster with a panicked squeak. An instant later, a frantic kobold bursts from the crowd clutching a sizable bunch of
engaging diplomatically and succeeding on a DC 12 Charisma (Persuasion) check. Less than a minute later—whether or not the characters get involved—Gammon’s mother, Kusa Xungoon, appears from the surrounding crowd.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragons of Many Worlds Whether it is regarded as interpretive myth or historical record, “Elegy for the First World” offers an explanation for the common elements that appear in the legends and
world, but Takhisis secretly corrupted them, creating the first five chromatic dragons. Mourning the corruption of his children, Paladine worked with the forge-god Reorx to create the metallic
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragons of Many Worlds Whether it is regarded as interpretive myth or historical record, “Elegy for the First World” offers an explanation for the common elements that appear in the legends and
world, but Takhisis secretly corrupted them, creating the first five chromatic dragons. Mourning the corruption of his children, Paladine worked with the forge-god Reorx to create the metallic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
set into the west, south, and east walls. Each panel is a 6-foot-tall, 3-foot-wide, 1-inch-thick rectangle of golden crystal, carved with the bas-relief image of a dwarf warrior clutching a battleaxe
free of their panels (whether on the walls or not; see “Treasure”) and attack the tomb’s interlopers. Use the flying sword statistics for each crystal battleaxe. The sarcophagus contains tatters of a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
set into the west, south, and east walls. Each panel is a 6-foot-tall, 3-foot-wide, 1-inch-thick rectangle of golden crystal, carved with the bas-relief image of a dwarf warrior clutching a battleaxe
free of their panels (whether on the walls or not; see “Treasure”) and attack the tomb’s interlopers. Use the flying sword statistics for each crystal battleaxe. The sarcophagus contains tatters of a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
skeleton clutching a berserker axe. The south tomb is empty except for an iron amulet shaped like a smith’s hammer. A cleric of Reorx or a character who succeeds on a DC 14 Intelligence (Religion) check
recognizes this as a holy symbol of Reorx, god of craft. Broken Passage. Lord Soth destroyed a door and a section of wall here to reach area R7. Characters with the Stonecunning trait or who succeed
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
skeleton clutching a berserker axe. The south tomb is empty except for an iron amulet shaped like a smith’s hammer. A cleric of Reorx or a character who succeeds on a DC 14 Intelligence (Religion) check
recognizes this as a holy symbol of Reorx, god of craft. Broken Passage. Lord Soth destroyed a door and a section of wall here to reach area R7. Characters with the Stonecunning trait or who succeed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
nearest berserker. If someone spots the berserker, read: You startle a wild-looking figure caked in gray mud and clutching a crude stone axe. Whether it’s a man or a woman, you can’t tell.
The
with wild hair and bare feet bounds toward you on all fours, wearing a tattered gown of stitched animal skins. You can’t tell whether it’s a man or a woman. It stops, sniffs the air, and laughs like a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
nearest berserker. If someone spots the berserker, read: You startle a wild-looking figure caked in gray mud and clutching a crude stone axe. Whether it’s a man or a woman, you can’t tell.
The
with wild hair and bare feet bounds toward you on all fours, wearing a tattered gown of stitched animal skins. You can’t tell whether it’s a man or a woman. It stops, sniffs the air, and laughs like a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1–10 None 11–12 A humanoid skeleton or corpse clutching a salvageable, nonmagical weapon (your choice) 13–14 A humanoid skeleton or corpse wearing a salvageable suit of nonmagical armor (your choice
faerzress to ascertain whether it has something to do with what the society fears is some kind of “demonic incursion.” Roll a d10 to determine which society member the characters encounter. d10 Encounter
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1–10 None 11–12 A humanoid skeleton or corpse clutching a salvageable, nonmagical weapon (your choice) 13–14 A humanoid skeleton or corpse wearing a salvageable suit of nonmagical armor (your choice
faerzress to ascertain whether it has something to do with what the society fears is some kind of “demonic incursion.” Roll a d10 to determine which society member the characters encounter. d10 Encounter
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stone, set with a crude gate made of thick lumber and festooned with metal blades. Gaps in the gate allow you to see an unusually tall figure in hide armor standing ten feet behind it and clutching a
until after it rolls the d20 before deciding to use the runestone die, but must decide before the DM says whether the roll succeeds or fails. Once the runestone die is rolled, it is lost, and the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stone, set with a crude gate made of thick lumber and festooned with metal blades. Gaps in the gate allow you to see an unusually tall figure in hide armor standing ten feet behind it and clutching a
until after it rolls the d20 before deciding to use the runestone die, but must decide before the DM says whether the roll succeeds or fails. Once the runestone die is rolled, it is lost, and the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
bird’s talons clutching a polished silver orb. The east end of the northernmost hall is a door illustrating the Moon card, in the center of which is an exaggerated keyhole. A door to the west displays
. Repeating the bleeding process within 10 minutes, whether by the same creature or a different one, reveals the secret door to area 19. If repeated again, it reveals the secret door to area 18. 18: Key A
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
bird’s talons clutching a polished silver orb. The east end of the northernmost hall is a door illustrating the Moon card, in the center of which is an exaggerated keyhole. A door to the west displays
. Repeating the bleeding process within 10 minutes, whether by the same creature or a different one, reveals the secret door to area 19. If repeated again, it reveals the secret door to area 18. 18: Key A
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and clutching a flail rushes into view.
This chamber has been a battleground for the elemental cults as they seek to consolidate control of the fane. The Cult of the Howling Hatred presently holds
whether the adventurers are friends or foes, based on their response to its question and the gear they wear. If the characters look like air cultists and reply that they serve elemental air or the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and clutching a flail rushes into view.
This chamber has been a battleground for the elemental cults as they seek to consolidate control of the fane. The Cult of the Howling Hatred presently holds
whether the adventurers are friends or foes, based on their response to its question and the gear they wear. If the characters look like air cultists and reply that they serve elemental air or the