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Returning 35 results for 'connecting reclusive guides to have revealing'.
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Soulknife
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Tasha’s Cauldron of Everything
revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.
Monsters
Mythic Odysseys of Theros
","rollDamageType":"piercing"} piercing damage for every 5 feet it moves on those spikes.Theros’s reclusive medusas often delight in collecting and expanding their galleries of petrified victims
medusa rising up anew, the last of her shed skin dropping away, revealing glistening, unscarred scales.
Fighting Hythonia as a mythic encounter is equivalent to taking on two challenge rating 17
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Yetis Chilling Stalkers of the Frozen Wilds Habitat: Arctic; Treasure: Any
Across alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless
, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Yetis Chilling Stalkers of the Frozen Wilds Habitat: Arctic; Treasure: Any
Across alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless
, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Updated Guides As written, the mechanical guides can safely teleport the characters to and from the specific adventure locations. If it fits with your campaign, you might opt to allow teleportation
), and which is forced to use its powers as Ursas demands. Though the quarut is programmed to prevent it from revealing its plight outright, it might provide clues during the adventure that all is not as it seems.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Forest Gnomes The reclusive forest gnomes live simply in hillside dwellings deep in the woods. A neighbor could live only a few miles from a forest gnome settlement for a lifetime and never know it
gnomes who leave their people to become adventurers often draw upon their closeness to nature and their magical gifts to serve as guides, scouts, or mystics. Living close to nature also makes forest gnomes
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Forest Gnomes The reclusive forest gnomes live simply in hillside dwellings deep in the woods. A neighbor could live only a few miles from a forest gnome settlement for a lifetime and never know it
gnomes who leave their people to become adventurers often draw upon their closeness to nature and their magical gifts to serve as guides, scouts, or mystics. Living close to nature also makes forest gnomes
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Updated Guides As written, the mechanical guides can safely teleport the characters to and from the specific adventure locations. If it fits with your campaign, you might opt to allow teleportation
), and which is forced to use its powers as Ursas demands. Though the quarut is programmed to prevent it from revealing its plight outright, it might provide clues during the adventure that all is not as it seems.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
earth) 47–49 Carved into a sheer cliff face 50–52 Caverns carved by a beholder’s disintegration eye ray, with unnaturally smooth walls and vertical shafts connecting different levels 53–55 Contains
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
curtain at the end of the entrance hall.”
The visage splits down the middle as the double door swings open, revealing a decorated hallway in which discordant chamber music plays.
The visage can
her sister as quickly as possible. Amidor, Pollenella, and any other guides accompanying the party stay with Gleam, keeping her company while she waits. Entrance Hall. The discordant music that fills
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
curtain at the end of the entrance hall.”
The visage splits down the middle as the double door swings open, revealing a decorated hallway in which discordant chamber music plays.
The visage can
her sister as quickly as possible. Amidor, Pollenella, and any other guides accompanying the party stay with Gleam, keeping her company while she waits. Entrance Hall. The discordant music that fills
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
network of passages beneath the streets, connecting them to a nearby waterway and greatly improving the town’s sanitation. If the kobolds like the area and aren’t mistreated by the humans
owner, they are often willing to take the chance of revealing themselves because the potential reward is worth the risk.
Dragon Servitors
Kobolds believe that they were created by Tiamat from the blood
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
earth) 47–49 Carved into a sheer cliff face 50–52 Caverns carved by a beholder’s disintegration eye ray, with unnaturally smooth walls and vertical shafts connecting different levels 53–55 Contains
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
’ surface, a harsh voice hisses from a slit on the cavern wall that was not therebefore.
“State your names and business!” the voice orders in Dwarvish. Other similar slits open, revealing the tips of a
“Getting Captured” below). The first time the characters are allowed inside the city or turned away from a gate, a secret door on the wall opens, revealing Gorglak, a duergar Stone Guard (see appendix C
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
’ surface, a harsh voice hisses from a slit on the cavern wall that was not therebefore.
“State your names and business!” the voice orders in Dwarvish. Other similar slits open, revealing the tips of a
“Getting Captured” below). The first time the characters are allowed inside the city or turned away from a gate, a secret door on the wall opens, revealing Gorglak, a duergar Stone Guard (see appendix C
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
monsters. High Road This highway hugs the coast, connecting Neverwinter to the coastal cities of Luskan to the north and Waterdeep to the south. For years, the stretch of road south of Neverwinter fell
rulers of old. Neverwinter Wood The forest east of Neverwinter seems to have a magical quality about it, or at least an air of mystical secrecy. Reclusive spellcasters are rumored to dwell deep within
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
monsters. High Road This highway hugs the coast, connecting Neverwinter to the coastal cities of Luskan to the north and Waterdeep to the south. For years, the stretch of road south of Neverwinter fell
rulers of old. Neverwinter Wood The forest east of Neverwinter seems to have a magical quality about it, or at least an air of mystical secrecy. Reclusive spellcasters are rumored to dwell deep within
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
seam in the rock. The passage to the east splits, with both routes connecting to area S3. One path enters area S3 through a broken crypt in that room’s wall, while the other descends 15 feet and leads
, revealing another room once hidden behind a secret door.
The small room is strewn with shattered pottery, a broken chest of empty drawers, and a moldering pile of clothes. A successful DC 12
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
resembles an unblinking eye, staring skyward. A deity devoted to revealing the truth might seem to have a weak draw in a city of merchants, but Savras was widely worshiped in Chult long before the
guides.” This ritual takes 24 hours, during which Zitembe sees visions of “a jungle city far to the south, enclosed by cliffs and crawling with snakes” and “a black obelisk draped in vines.” He dared
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
seam in the rock. The passage to the east splits, with both routes connecting to area S3. One path enters area S3 through a broken crypt in that room’s wall, while the other descends 15 feet and leads
, revealing another room once hidden behind a secret door.
The small room is strewn with shattered pottery, a broken chest of empty drawers, and a moldering pile of clothes. A successful DC 12
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
resembles an unblinking eye, staring skyward. A deity devoted to revealing the truth might seem to have a weak draw in a city of merchants, but Savras was widely worshiped in Chult long before the
guides.” This ritual takes 24 hours, during which Zitembe sees visions of “a jungle city far to the south, enclosed by cliffs and crawling with snakes” and “a black obelisk draped in vines.” He dared
Magic Items
Infernal Machine Rebuild
, a supply of which can always be produced from the machine’s inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the
properties. Roll for each of these properties on the Infernal Machine Properties table. To keep things interesting, the DM might roll secretly for detrimental properties, revealing those properties only
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Hythonia the Cruel Theros’s reclusive medusas often delight in collecting and expanding their galleries of petrified victims. Unlike other medusas, Hythonia isn’t merely a collector; she’s an artist
rippling coils precedes the medusa rising up anew, the last of her shed skin dropping away, revealing glistening, unscarred scales.
Fighting Hythonia as a mythic encounter is equivalent to taking on two
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Hythonia the Cruel Theros’s reclusive medusas often delight in collecting and expanding their galleries of petrified victims. Unlike other medusas, Hythonia isn’t merely a collector; she’s an artist
rippling coils precedes the medusa rising up anew, the last of her shed skin dropping away, revealing glistening, unscarred scales.
Fighting Hythonia as a mythic encounter is equivalent to taking on two
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
caverns and forgotten storerooms before connecting with the Black Lake. None of the monsters that inhabit the complex regularly visit this place. The black dragon Nightscale sometimes swims through
formerly used the large chamber beyond as a storeroom. The door gives way grudgingly, revealing a low chamber of dressed stone. This chamber is filled with what appears to be rotten food—barrels of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
from the ramp connecting to the northern section of this roof, a stone bridge leads to a caved-in tunnel. It once connected to what is now the dragon’s den (area H10). Rubble obstructs the tunnel. As a
(area H10), which is accessible from the balcony over the temple sanctum. Though Rummox intends to betray Anthradusk, she refuses to fight the dragon alongside the party and avoids revealing her
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
caverns and forgotten storerooms before connecting with the Black Lake. None of the monsters that inhabit the complex regularly visit this place. The black dragon Nightscale sometimes swims through
formerly used the large chamber beyond as a storeroom. The door gives way grudgingly, revealing a low chamber of dressed stone. This chamber is filled with what appears to be rotten food—barrels of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
from the ramp connecting to the northern section of this roof, a stone bridge leads to a caved-in tunnel. It once connected to what is now the dragon’s den (area H10). Rubble obstructs the tunnel. As a
(area H10), which is accessible from the balcony over the temple sanctum. Though Rummox intends to betray Anthradusk, she refuses to fight the dragon alongside the party and avoids revealing her
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
has five means of entry and exit: The door adjacent to crypt 1 (connecting with area K81) A barred archway to the north (connecting with area K85) A barred archway to the south (connecting with area
K86 but warded by teleport traps) A barred archway to the east (connecting with area K87) The high tower stair (area K18) or the shaft (area K18a) to the west Each crypt is sealed with a chiseled
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
has five means of entry and exit: The door adjacent to crypt 1 (connecting with area K81) A barred archway to the north (connecting with area K85) A barred archway to the south (connecting with area
K86 but warded by teleport traps) A barred archway to the east (connecting with area K87) The high tower stair (area K18) or the shaft (area K18a) to the west Each crypt is sealed with a chiseled
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the other side of the wall—revealing a secret way to area T9. Treasure. Four 12-foot-wide paintings (400 gp each) and a smaller 2-foot-wide painting (1,000 gp) are on display. A character who examines
—revealing a secret way to the gallery (area T6). Treasure. Most books in this room have no monetary value, but three of the oldest books are worth 500 gp each. A character can identify these valuable books
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, revealing huge structures at its bottom. 2 A sinkhole releases strange monsters into the surface world, and characters who investigate discover a ruined stronghold in its depths. 3 An eccentric aristocrat
road exists. During solstices, the road appears and stretches in an impossible direction to a mysterious destination. 6 Characters acquire a broken piece of an artifact that magically guides them to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the other side of the wall—revealing a secret way to area T9. Treasure. Four 12-foot-wide paintings (400 gp each) and a smaller 2-foot-wide painting (1,000 gp) are on display. A character who examines
—revealing a secret way to the gallery (area T6). Treasure. Most books in this room have no monetary value, but three of the oldest books are worth 500 gp each. A character can identify these valuable books
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, revealing huge structures at its bottom. 2 A sinkhole releases strange monsters into the surface world, and characters who investigate discover a ruined stronghold in its depths. 3 An eccentric aristocrat
road exists. During solstices, the road appears and stretches in an impossible direction to a mysterious destination. 6 Characters acquire a broken piece of an artifact that magically guides them to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
footlocker. An oil-filled lantern rests atop each nightstand. Beneath each bed is a copper chamber pot. Treasure. One of the lanterns is a lantern of revealing. No one in the guild is aware the lantern is
more ravens watch from the rafters.
The man is an oni named Gwish. Guildmaster Dusk is the only other guild member who knows Gwish’s true nature. Gwish is reclusive and rarely interacts with the