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Returning 35 results for 'comfort well refuse'.
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Monsters
Spelljammer: Adventures in Space
-like scavengers that fly through space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids
, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties
Monsters
Icewind Dale: Rime of the Frostmaiden
Duergar Resilience. Grandolpha has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Innate Spellcasting (Psionics). Grandolpha's
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Poison Spray (Cantrip). Grandolpha extends her hand toward a creature she can see within 10 feet of her and projects a puff of
Monsters
Spelljammer: Adventures in Space
space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded
refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray&mdash
Monsters
Spelljammer: Adventures in Space
always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as
Monsters
Candlekeep Mysteries
past.
Although outwardly friendly, Quill is driven by three selfish desires: to preserve his well-being, to alleviate his boredom, and to escape Wisteria Vale. He holds a grudge against the Harpers
and Ryllia for imprisoning him in a place that reminds him of the people he lost in his childhood, though he also takes some comfort in being able to live out the life he could’ve had. His time
Monsters
Spelljammer: Adventures in Space
in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes
Monsters
Van Richten’s Guide to Ravenloft
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
than blood. Choose well who you share the road with, lest you carry them forever.”
Flaw. “For my victories and scars, I deserve more than a nursemaid’s duty.”Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Backgrounds
The Book of Many Things
Everything was going so well! You had a life of luxury, love, and comfort when you suddenly lost it all. Perhaps you were framed for crimes you didn’t commit and lost your reputation, fortune
Backgrounds
Guildmasters’ Guide to Ravnica
voices and actions aligned in common purpose. (Good)
3
Order. Like a well-pruned tree, society thrives when everything is kept in good order. (Lawful)
4
Life. Preserving life and
of them.
Flaws
d6
Flaw
1
I’m terrified of getting into a fight where my side is outnumbered.
2
I assume that people mean well until they prove otherwise
Magic Items
The Book of Many Things
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
bargained with; it keeps its side of any bargain it makes, though it might twist the wording of any agreement to suit its purposes. If attacked, or if negotiations fail and you refuse the Fiend’s
Monsters
Mordenkainen's Fiendish Folio Volume 1
killmoulis can be either a bane or boon to an adventuring party. When kept well fed with tasty treats, this creature is a helpful assistant that mends armor, collects herbs that make the blandest rations
its long nose. In return, it then uses its magic to enhance the travelers' comfort as they rest.
A Bitter Reproach. A killmoulis will follow after any party that has provided it with a tasty snack
Yuan-ti Malison (Type 3)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
their humanity to become like the serpent gods in form, as well as in thought and emotion.
Serpent Kings of Fallen Empires. The yuan-ti view their physical transformation as a transcendent moment for
’t be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well? How do you feel about the magical power coursing through you? Do you embrace it, try to
master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Elemental Chaos. Elementals can be found here as well, but they usually don’t stay long, preferring the comfort of their native planes. Reports indicate the existence of weird hybrid elementals native to the Elemental Chaos, but such creatures are seldom seen on other planes.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Elemental Chaos. Elementals can be found here as well, but they usually don’t stay long, preferring the comfort of their native planes. Reports indicate the existence of weird hybrid elementals native to the Elemental Chaos, but such creatures are seldom seen on other planes.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
narrower selection. Characters will have trouble getting any sort of service in a one-snowflake town. Comfort. Characters can find decent food and drink, as well as warm beds, in a three-snowflake town. A
offers, and its comfort. The more snowflakes, the better the rating. Friendliness. Residents in a three-snowflake town are friendly and helpful, by and large. Conversely, a one-snowflake town is full of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
narrower selection. Characters will have trouble getting any sort of service in a one-snowflake town. Comfort. Characters can find decent food and drink, as well as warm beds, in a three-snowflake town. A
offers, and its comfort. The more snowflakes, the better the rating. Friendliness. Residents in a three-snowflake town are friendly and helpful, by and large. Conversely, a one-snowflake town is full of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the hearth and hospitality, as well as of trust and handicrafts. Arvoreen is a defender-god, a watchful protector who sacrifices personal comfort for the safety of others. The Shadowed Gods
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the hearth and hospitality, as well as of trust and handicrafts. Arvoreen is a defender-god, a watchful protector who sacrifices personal comfort for the safety of others. The Shadowed Gods
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
failed to defend her charge. The tree turned fetid without the artifact, and Gazaia became angry, vengeful, and grief-stricken. Gazaia’s Anger. If the characters refuse Gazaia’s offer and fail to
bitterly recounts the tale of Lord Soth’s soldiers assaulting the tree. If a character tries to comfort Gazaia, she confesses that she hid while the soldiers were around the tree. Gazaia feels extremely
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
failed to defend her charge. The tree turned fetid without the artifact, and Gazaia became angry, vengeful, and grief-stricken. Gazaia’s Anger. If the characters refuse Gazaia’s offer and fail to
bitterly recounts the tale of Lord Soth’s soldiers assaulting the tree. If a character tries to comfort Gazaia, she confesses that she hid while the soldiers were around the tree. Gazaia feels extremely
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Portal after the tavern brawl that kicked off the adventure, he’s here as well. When the characters arrive, Zemk is using pieces of furniture to barricade the door to area Q6. If Krentz is here, he’s
, but he fights alongside Zemk if they refuse to withdraw. If the duergar is killed, Krentz flees if he can or surrenders if he must. Neither Zemk nor Krentz carries any treasure. Both report to Grum’shar (see area Q7).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
blessed with inherent magic but perhaps scarred as well? How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a
blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. If the characters refuse to aid her, the princess continually makes telepathic contact with random characters, urging them to reconsider before it’s too late. She tries to convince the characters
, though she is not aware of the details of what they’re doing. “Destroy the scrivener,” she says, “and I will rid you of his evil mark!” She also says, “The only way this ends well is with us saving each other!”
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
blessed with inherent magic but perhaps scarred as well? How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a
blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aftermath of the Last War Droaam is barely a decade old. The treaty nations refuse to acknowledge its sovereignty; according to the terms of the Treaty of Thronehold, it’s a rebellious territory of
Breland. As a renegade nation, it is a haven for war criminals and deserters, as well as brigands and mages pursuing forbidden paths of magic. The monsters of Droaam have no particular love for these
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. If the characters refuse to aid her, the princess continually makes telepathic contact with random characters, urging them to reconsider before it’s too late. She tries to convince the characters
, though she is not aware of the details of what they’re doing. “Destroy the scrivener,” she says, “and I will rid you of his evil mark!” She also says, “The only way this ends well is with us saving each other!”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Portal after the tavern brawl that kicked off the adventure, he’s here as well. When the characters arrive, Zemk is using pieces of furniture to barricade the door to area Q6. If Krentz is here, he’s
, but he fights alongside Zemk if they refuse to withdraw. If the duergar is killed, Krentz flees if he can or surrenders if he must. Neither Zemk nor Krentz carries any treasure. Both report to Grum’shar (see area Q7).
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
city’s structures. Patriars live and work in the Upper City. Their manor homes employ dozens of servants, along with contingents of personal guards. The wall surrounding the Upper City as well as the
. For this callous lot, the common people are nothing more than fools to be bilked, clods undeserving of comfort and wealth due to their lack of comfort and breeding. For a few patriars, though, the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
city’s structures. Patriars live and work in the Upper City. Their manor homes employ dozens of servants, along with contingents of personal guards. The wall surrounding the Upper City as well as the
. For this callous lot, the common people are nothing more than fools to be bilked, clods undeserving of comfort and wealth due to their lack of comfort and breeding. For a few patriars, though, the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
city’s structures. Patriars live and work in the Upper City. Their manor homes employ dozens of servants, along with contingents of personal guards. The wall surrounding the Upper City as well as the
. For this callous lot, the common people are nothing more than fools to be bilked, clods undeserving of comfort and wealth due to their lack of comfort and breeding. For a few patriars, though, the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
city’s structures. Patriars live and work in the Upper City. Their manor homes employ dozens of servants, along with contingents of personal guards. The wall surrounding the Upper City as well as the
. For this callous lot, the common people are nothing more than fools to be bilked, clods undeserving of comfort and wealth due to their lack of comfort and breeding. For a few patriars, though, the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aftermath of the Last War Droaam is barely a decade old. The treaty nations refuse to acknowledge its sovereignty; according to the terms of the Treaty of Thronehold, it’s a rebellious territory of
Breland. As a renegade nation, it is a haven for war criminals and deserters, as well as brigands and mages pursuing forbidden paths of magic. The monsters of Droaam have no particular love for these