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Returning 35 results for 'comfort runes giving to her rather'.
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Monsters
Van Richten’s Guide to Ravenloft
their lair’s comfort. Rather than retiring to crypts, they seek filthy or inaccessible fissures, places any living soul would avoid.
For a few moments after feeding, nosferatu are lucid and
Monsters
Van Richten’s Guide to Ravenloft
archfey named Zybilna, who had forged secret pacts with some of the fiends Isolde and her companions had slain. Rather than be angry at Isolde, Zybilna was impressed by her. She enlisted a powerful fiend
comfort to Isolde and quelled her thirst for vengeance.
Zybilna and Isolde enjoyed a strong partnership for years, but as time wore on, they grew distant until their relationship finally soured
Monsters
Curse of Strahd
, instead assuming that the guests had died in their sleep.
But Strahd was not fooled. He came to realize fairly quickly that the clockwork effigy had begun to display a murderous nature. Rather than have
leather pulled taut over an articulated wooden frame. Pidlwick II has rubbed soot around its eyes and mouth, giving it the triangular eyes and jagged grin of a jack-o'-lantern.
Pidlwick II's Traits
Backgrounds
Guildmasters’ Guide to Ravnica
d6
Flaw
1
I like secrets so much that I’m reluctant to share details of a plan even with those who need to know.
2
I would let my friends die rather than reveal my true
Contacts table, giving you an ally who serves as your contact in Dimir. Then roll twice on the table for your secondary guild. The first roll gives you an ally there, and the second roll gives you a rival
Backgrounds
Guildmasters’ Guide to Ravnica
1
I never raise my voice or lose my temper.
2
I feel the pains and joys of everyone around me, friend or foe.
3
I would rather make a friend than thwart an enemy.
4
I’m
.
3
I enjoy comfort and quiet, and prefer to avoid extra effort.
4
I have a fierce temper that doesn’t reflect the inner calm I seek.
5
I’m convinced that everyone else in the
Backgrounds
Sword Coast Adventurer's Guide
can face any adversity in this strange land.
2
The gods of my people are a comfort to me so far from home.
3
I hold no greater cause than my service to my people.
4
My freedom is my
foreign land.
2
I pretend not to understand the local language in order to avoid interactions I would rather not have.
3
I have a weakness for the new intoxicants and other pleasures of this
monsters
grip said prey with powerful arms that split at the elbow into a pair of forearms, giving them four clawed paws. These monstrous brutes are covered with shaggy black fur, often crusted with gore
prints. Victims are taken to rancid lairs marked with strange runes and sacrificed to the gugs’ wicked gods of blood, darkness, and nightmares. Dire rumors tell of lightless gug cities made of
races
divine domain. Some became consumed with enforcing narrow virtues. Others have turned from grace entirely, choosing to embody vice rather than virtue, and becoming feared as Arch Daemons.
The
forms, although they no longer shine as brightly as before. For most, the mark of the divine still lingers as a visible glow within their eyes, or faintly glowing Celestial runes on their otherwise
Rogue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the
would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
of Eldath avoid conflicts rather than attempting to quell them. Those who serve Eldath are happy to preside over peaceful negotiations and to certify treaties, but they can’t force others to engage in harmony.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
of Eldath avoid conflicts rather than attempting to quell them. Those who serve Eldath are happy to preside over peaceful negotiations and to certify treaties, but they can’t force others to engage in harmony.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Forest of Stone These 20-foot-high caverns are filled with stalagmites, stalactites, and other rock formations, giving this area the appearance of a dense forest of stone. 11a. Standing Gate to
“Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 18b on level 8, in the closest
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Forest of Stone These 20-foot-high caverns are filled with stalagmites, stalactites, and other rock formations, giving this area the appearance of a dense forest of stone. 11a. Standing Gate to
“Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 18b on level 8, in the closest
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Skill and Precision Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters
comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Skill and Precision Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters
comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Skill and Precision Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters
comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Skill and Precision Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters
comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
silently through these caves. 17a. The Maw Rock Formations. Sharp-pointed stalagmites and stalactites fill this 40-foot-high cave, giving it the appearance of a toothy maw. Harmless bats flutter between
. Behir The behir lies in wait in this 50-foot-high cavern, its muscled, serpentine body woven through the stalagmites. Scars are carved into its hide in the form of arcane runes, placed there by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
silently through these caves. 17a. The Maw Rock Formations. Sharp-pointed stalagmites and stalactites fill this 40-foot-high cave, giving it the appearance of a toothy maw. Harmless bats flutter between
. Behir The behir lies in wait in this 50-foot-high cavern, its muscled, serpentine body woven through the stalagmites. Scars are carved into its hide in the form of arcane runes, placed there by
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Jump feature, giving them access to most areas of the gulch — and possibly bringing anyone they are grappling with them! You can use this ability to trigger other aspects of the encounter ahead of
time, which could complicate things, but also provide some memorable moments. Sword Wraith Platoon. When an adventurer enters the circle of moon runes, the bits of bone, armor, and weapons fly together
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Rune Knight You’re researching ancient arts and drawing runes. It’s okay to just say you want to be a witch!
Tasha
Rune Knights enhance their martial prowess using the supernatural power of runes
you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Rune Knight You’re researching ancient arts and drawing runes. It’s okay to just say you want to be a witch!
Tasha
Rune Knights enhance their martial prowess using the supernatural power of runes
you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Jump feature, giving them access to most areas of the gulch — and possibly bringing anyone they are grappling with them! You can use this ability to trigger other aspects of the encounter ahead of
time, which could complicate things, but also provide some memorable moments. Sword Wraith Platoon. When an adventurer enters the circle of moon runes, the bits of bone, armor, and weapons fly together
Compendium
- Sources->Dungeons & Dragons->Monster Manual
know that in body and mind, their species was manipulated by their former illithid oppressors. Rather than giving in to this programming, githzerai follow the teachings of their first leader
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Roleplaying Vishtai Vishtai is Alden’s confidant and knows all about the situation with Daask. He hates bullies and pushes for Alden to try to rescue his son rather than to keep giving in to Daask’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
know that in body and mind, their species was manipulated by their former illithid oppressors. Rather than giving in to this programming, githzerai follow the teachings of their first leader
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Contact 1 A lesser guild functionary who is cowed by your group (especially if it includes a dragonmarked character) and apologetic about giving you assignments 2 The stern and demanding parent of
The money-minded business manager of a guild within your patron house 6 A retired adventurer within the family who would rather join you on your adventures than assign them to you 7 The proud leader of a regional branch of the dragonmarked family 8 The patriarch or matriarch of the patron house
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Roleplaying Vishtai Vishtai is Alden’s confidant and knows all about the situation with Daask. He hates bullies and pushes for Alden to try to rescue his son rather than to keep giving in to Daask’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Contact 1 A lesser guild functionary who is cowed by your group (especially if it includes a dragonmarked character) and apologetic about giving you assignments 2 The stern and demanding parent of
The money-minded business manager of a guild within your patron house 6 A retired adventurer within the family who would rather join you on your adventures than assign them to you 7 The proud leader of a regional branch of the dragonmarked family 8 The patriarch or matriarch of the patron house
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
other threats. In time, her heroics caught the eye of an archfey named Zybilna, who had forged secret pacts with some of the fiends Isolde and her companions had slain. Rather than be angry at Isolde
Zybilna hoped it would do: it brought comfort to Isolde and quelled her thirst for vengeance. Zybilna and Isolde enjoyed a strong partnership for years, but as time wore on, they grew distant until their
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
people are a comfort to me so far from home. 3 I hold no greater cause than my service to my people. 4 My freedom is my most precious possession. I’ll never let anyone take it from me again. 5 I’m
so secretly) convinced of the superiority of my own culture over that of this foreign land. 2 I pretend not to understand the local language in order to avoid interactions I would rather not have. 3 I
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects. Alignment. Most warforged take comfort in order and discipline
least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. Integrated
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
other threats. In time, her heroics caught the eye of an archfey named Zybilna, who had forged secret pacts with some of the fiends Isolde and her companions had slain. Rather than be angry at Isolde
Zybilna hoped it would do: it brought comfort to Isolde and quelled her thirst for vengeance. Zybilna and Isolde enjoyed a strong partnership for years, but as time wore on, they grew distant until their
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects. Alignment. Most warforged take comfort in order and discipline
least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. Integrated