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Returning 35 results for 'constant replaced grim to her recovery'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
restrictions (see “Alterations to Magic”).
Arcane Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3
feet of him, turning the open space to solid, worked stone or vice versa.
Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door
Magic Items
Tasha’s Cauldron of Everything
randomly. The replaced tooth vanishes, and you lose the implanted effect.
Recovering Teeth. Once all the teeth have vanished, their pouch also vanishes. The pouch with all the teeth then appears in
(Perception) checks from constant whispers of memories and nearby minds.
9
The Disappearances of Half Hollow (vomerine tooth of a Large toad)
4 giant toad;giant toads
Your long jump is up to 30
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Asteria’s collection of magical cards. These patrons are agents of the Grim Harrow, who expect the adventurers to attract the ire of Asteria and Euryale, giving the Grim Harrow a chance to destroy the
characters to track down her guest’s identity while she monitors the guest’s recovery. Tie the identity of this guest—and the inevitable complications that arise—to the direction you want to take the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Asteria’s collection of magical cards. These patrons are agents of the Grim Harrow, who expect the adventurers to attract the ire of Asteria and Euryale, giving the Grim Harrow a chance to destroy the
characters to track down her guest’s identity while she monitors the guest’s recovery. Tie the identity of this guest—and the inevitable complications that arise—to the direction you want to take the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
enemy territory. The landscape for a hundred miles in all directions is a grim harbinger of what Tiamat’s rule would mean for the world. Little remains in the territory surrounding the Well of Dragons
, and the constant drone of the Draakhorn has forced the local animals to flee or turned them vicious. A handful of villages in the area are bloodstained ghost towns, and every farmstead is a charred ruin
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
enemy territory. The landscape for a hundred miles in all directions is a grim harbinger of what Tiamat’s rule would mean for the world. Little remains in the territory surrounding the Well of Dragons
, and the constant drone of the Draakhorn has forced the local animals to flee or turned them vicious. A handful of villages in the area are bloodstained ghost towns, and every farmstead is a charred ruin
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
markings of Ragegore minotaurs. At the canyon’s heart yawns the Kragma, a vast cave that resembles a screaming mouth. The Kragma is the grim meeting place of the Ragegore minotaur bands, where these
borders of Akros, confronting any threats that might bring harm to their homeland. Such is an endless war that demands Akros’s constant attention. While a few permanent encampments exist—like raucous Camp
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Orcus The bloated Demon Prince of the Undead seeks to end all life in the cosmos, replacing the living with immortal, undead creatures that answer only to him. In this grim future, the many suns of
is replaced with the peace and quiet of the world of the dead. Cultists. Worshipers of Orcus are heretics and blasphemers who see the gods of the multiverse as cruel, unjust creatures. They resent
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
markings of Ragegore minotaurs. At the canyon’s heart yawns the Kragma, a vast cave that resembles a screaming mouth. The Kragma is the grim meeting place of the Ragegore minotaur bands, where these
borders of Akros, confronting any threats that might bring harm to their homeland. Such is an endless war that demands Akros’s constant attention. While a few permanent encampments exist—like raucous Camp
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
with Karrnath left farms and cities such as Shadukar devastated and abandoned, home only to the lingering undead left behind after the Karrnathi retreat. For most, these grim reminders of war
wound. The Council of Cardinals is determined to hold onto this prize, but it is a bitter point of contention with Aundair and a constant source of tension and violence. In creating a Thrane character
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
with Karrnath left farms and cities such as Shadukar devastated and abandoned, home only to the lingering undead left behind after the Karrnathi retreat. For most, these grim reminders of war
wound. The Council of Cardinals is determined to hold onto this prize, but it is a bitter point of contention with Aundair and a constant source of tension and violence. In creating a Thrane character
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Orcus The bloated Demon Prince of the Undead seeks to end all life in the cosmos, replacing the living with immortal, undead creatures that answer only to him. In this grim future, the many suns of
is replaced with the peace and quiet of the world of the dead. Cultists. Worshipers of Orcus are heretics and blasphemers who see the gods of the multiverse as cruel, unjust creatures. They resent
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
choose to use that method for your Grim Hollow game, you can do so. Each heritage presented in this chapter features base traits shared by all characters of that heritage, plus eight traditional
traits that create a typical member of that heritage. However, a Grim Hollow campaign also allows players to build unique characters built on a diverse range of traits. Selecting the traditional traits
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Carceri The grim inspiration for all other prisons in existence, Carceri is a plane of desolation and despair. Its six layers hold vast bogs, fetid jungles, windswept deserts, jagged mountains
Payratheon. Colothys Deep chasms cut between cruel mountains make foot travel nearly impossible. Porphatys Cold, acidic oceans are fed by constant black snow. Agathys Black ice streaked with red covers this
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
plague. In desperation, King Kaius I embraced the Blood of Vol, whose priests bolstered the armies of Karrnath with undead. Initially, those skeletons and zombies required constant control and served
of Karrnath’s living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
plague. In desperation, King Kaius I embraced the Blood of Vol, whose priests bolstered the armies of Karrnath with undead. Initially, those skeletons and zombies required constant control and served
of Karrnath’s living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Stonebones, and a magical stalactite, the Steinfang, into which the giants carve questions. The carvings fade on nights of the new moon and are replaced with answers. The giants believe that these replies
giants are grim reminders of Ostoria, the long-lost giant empire. Ostorian stone giants were slightly taller than their descendants; the fossilized stone giants stand between 20 and 24 feet tall. Erosion
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Stonebones, and a magical stalactite, the Steinfang, into which the giants carve questions. The carvings fade on nights of the new moon and are replaced with answers. The giants believe that these replies
giants are grim reminders of Ostoria, the long-lost giant empire. Ostorian stone giants were slightly taller than their descendants; the fossilized stone giants stand between 20 and 24 feet tall. Erosion
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
campaign, blind to the corruption that festers around them. GRACKLE-LUNG
The constant smog in Gracklstugh causes grackle-lung in living, breathing creatures, resulting in persistent, wracking coughs
city’s smelters and forges ablaze, receiving treasure, free meals, and constant pampering in exchange. Themberchaud doesn’t know that, like other Wyrmsmiths before him, he is doomed to be slain before he
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
campaign, blind to the corruption that festers around them. GRACKLE-LUNG
The constant smog in Gracklstugh causes grackle-lung in living, breathing creatures, resulting in persistent, wracking coughs
city’s smelters and forges ablaze, receiving treasure, free meals, and constant pampering in exchange. Themberchaud doesn’t know that, like other Wyrmsmiths before him, he is doomed to be slain before he
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
King, presides over the Dead Nations and their undead populace, but his throne is also his prison. The Silent King’s throne bestows a mantle of authority on its occupant, but it demands a grim toll
destroyed and replaced with clones. Warrens of Thought The Warrens of Thought are a maze of dripping catacombs beneath the Hive. They are home to the largest cranium rat collective in Sigil: the Us
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
King, presides over the Dead Nations and their undead populace, but his throne is also his prison. The Silent King’s throne bestows a mantle of authority on its occupant, but it demands a grim toll
destroyed and replaced with clones. Warrens of Thought The Warrens of Thought are a maze of dripping catacombs beneath the Hive. They are home to the largest cranium rat collective in Sigil: the Us
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Mad Maggie’s infernal war machine. Chukka is animated, irritable, and takes care of repairs around the fort. Chukka and Clonk lost their weapons and replaced them with the following weapons salvaged
additional redcaps. The redcaps believe the tooth is a lucky charm, so they frequently pass it from one to the next to keep Barnabas from finding it. Because of this constant transfer of the tooth
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Mad Maggie’s infernal war machine. Chukka is animated, irritable, and takes care of repairs around the fort. Chukka and Clonk lost their weapons and replaced them with the following weapons salvaged
additional redcaps. The redcaps believe the tooth is a lucky charm, so they frequently pass it from one to the next to keep Barnabas from finding it. Because of this constant transfer of the tooth
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Hill dwarves view their mountain cousins as overly grim shut-ins who refuse to believe that life is anything but a constant battle for survival. Mountain dwarves view their hill-dwelling relatives as
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Hill dwarves view their mountain cousins as overly grim shut-ins who refuse to believe that life is anything but a constant battle for survival. Mountain dwarves view their hill-dwelling relatives as
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
taken lightly, and that a good laugh will serve them better than a grim attitude. When Garl cavorts with mischief on his mind, Moradin’s beard might end up woven with giggling flowers, and Gruumsh’s axe
and of those who travel, a peaceful soul whose explorations often turn into exciting adventures. Baervan’s constant companion is Chiktikka Fastpaws, a mischievous giant raccoon who often gets the duo
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Grim Hollow Heritages The following sections present the heritages available to players in a Grim Hollow campaign, divided into the three categories of common heritages, rare heritages, and eldritch
Calculating Listener
Commanding Insight
Persuasive Knack Eldritch Heritages The eldritch heritages of Grim Hollow cover a range of folk shaped by magical intent, unnatural power, or the touch of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
taken lightly, and that a good laugh will serve them better than a grim attitude. When Garl cavorts with mischief on his mind, Moradin’s beard might end up woven with giggling flowers, and Gruumsh’s axe
and of those who travel, a peaceful soul whose explorations often turn into exciting adventures. Baervan’s constant companion is Chiktikka Fastpaws, a mischievous giant raccoon who often gets the duo
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The dragon can take 3
well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The dragon can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The dragon can take 3
well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The dragon can
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
offer 10 gp or more to each of them, they walk away and leave their boss to his fate. Rasqel, who is indebted to bad people, fights to the death. If the situation looks grim for the adventurers
CONVENIENCE
The work of the gnome archmage Hoobur Gran’Shoop is a constant presence in episodes 2 and 3 of the adventure, even before his actual appearance toward the end of episode 3. Savvy players
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
offer 10 gp or more to each of them, they walk away and leave their boss to his fate. Rasqel, who is indebted to bad people, fights to the death. If the situation looks grim for the adventurers
CONVENIENCE
The work of the gnome archmage Hoobur Gran’Shoop is a constant presence in episodes 2 and 3 of the adventure, even before his actual appearance toward the end of episode 3. Savvy players
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
realms of the storm giants, which maintain a constant watch for the all-important signs. In ages past, when giant dynasties reigned, the signs that accompanied the leader of them all were clear and
creatures, thus perpetuating the giants’ reputation for always being gloomy and grim.
Living on the Edge Once they’re old enough to fend for themselves, storm giants spend most of their lives in
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
hidden chamber are lined with frescoes of grim githyanki warriors. A silvery sky studded with stars swirls above them. At the north end of the room, a low wall encircles a well. The floor behind it is
from it in every direction. Constant chaotic motion and noise assail your senses.
The githyanki exiles used this simulation to practice the combat skills needed to battle githzerai on the Plane of