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Returning 35 results for 'construct risk grabbing to her reason'.
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construct raise granting to her reasons
constructed rest grasping to her reason
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construct rise granting to her reasons
construct raise granting to her reason
Backgrounds
Baldur’s Gate: Descent into Avernus
want.
4
I’m a born gambler who can’t resist taking a risk for a potential payoff.
5
I lie about almost everything, even when there’s no good reason to.
6
Sarcasm and
.
Suggested Characteristics
Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe
Monsters
Icewind Dale: Rime of the Frostmaiden
time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and
unfeeling entity.
Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words
Monsters
Icewind Dale: Rime of the Frostmaiden
can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is
incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity.
Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally
Backgrounds
Guildmasters’ Guide to Ravnica
guildless masses of the city.
Consider why you’re embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
.
d8
Reason for Infiltration
1
My parents belong to this guild, and I let them think I’m following in their footsteps.
2
I’ve been assigned to track this guild&rsquo
Monsters
Icewind Dale: Rime of the Frostmaiden
might prove helpful:
So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals
. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her.
Lesser gods in the D&D multiverse are
Backgrounds
Baldur’s Gate: Descent into Avernus
a patriar’s scion in an illegal duel. The family swore revenge, and you fled to the slums rather than risk bringing their wrath down on your kin.
6
You aren’t originally from Baldur
past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.
Work with your DM to
Darkling
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling
for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny candle to glimpse the colors in a painting or a jewel.
Elder Transformation. A wise and respected darkling can
Equipment
take the risk, sneaking into a howler den is another way to find a cache of this rare mineral as they are for some reason drawn to this rare mineral.
Darkling Elder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
.
The Killing Light. The Summer Queen's curse causes a darkling's body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every
part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and
Monsters
Mordenkainen's Fiendish Folio Volume 1
metal with ease, organic matter and gems are repugnant to them. If a khargra eats such morsels for whatever reason, they remain lodged in its gullet for a few days of indigestion before the offending
tasty, refined metal their victim carries, they quickly flee—and will flee before that rather than risk death.
Stealthy Couriers. A number of clans among the dwarves, duergar, and azers have trained
Charlatan
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
a born gambler who can’t resist taking a risk for a potential payoff.
5
I lie about almost everything, even when there’s no good reason to.
6
Sarcasm and insults are my
Characteristics
Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the
monsters
isn’t a Construct or Undead in a 30-foot Emanation originating from the shrouded. Failure: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Toxic Thoughts", "rollDamageType
any ability to reason and corrupted by the deathly mists known as the Shroud. They are raw emotional energy, unfettered and unleashed, manifested into being. The shrouded are constantly whispering about
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to
Reason for Adventuring
1
Outcast for murder
2
Outcast for severely damaging home territory
3
Clan slain by invading humanoids
4
Clan slain by a dragon or demon
5
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
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
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, he eschews cruelty and sees no reason to cause pointless suffering. The wizard doesn’t like to admit it, but he would put his own safety at risk to quell the pain of innocents.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, he eschews cruelty and sees no reason to cause pointless suffering. The wizard doesn’t like to admit it, but he would put his own safety at risk to quell the pain of innocents.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Rogue The City of Greyhawk is known as the City of Thieves for good reason. Its thieves’ guild exerts power across the world. Nestled at the center of the Flanaess’s economic network, the guild and
a personal risk on a job but more comfortable directing muscle, this flavor of rogue is a great match for a character who wants to follow in the footsteps of Nerof Gasgol and rise to political and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Rogue The City of Greyhawk is known as the City of Thieves for good reason. Its thieves’ guild exerts power across the world. Nestled at the center of the Flanaess’s economic network, the guild and
a personal risk on a job but more comfortable directing muscle, this flavor of rogue is a great match for a character who wants to follow in the footsteps of Nerof Gasgol and rise to political and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
opposite to the thessalhydra’s zone, and for good reason. The human heart that sits within the construct is magically connected to the thessalhydra, tapping into the power of the Infernal Machine components
thessalhydra and another creation of Moghadam’s known as the thessalheart construct. Thessalhydra When the characters first enter the temple, roll a d4. On a 1–2, the temple’s guardian thessalhydra is
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
opposite to the thessalhydra’s zone, and for good reason. The human heart that sits within the construct is magically connected to the thessalhydra, tapping into the power of the Infernal Machine components
thessalhydra and another creation of Moghadam’s known as the thessalheart construct. Thessalhydra When the characters first enter the temple, roll a d4. On a 1–2, the temple’s guardian thessalhydra is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and 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 where the townsfolk would try to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Scaladar Scaladar are constructs created by Trobriand, one of Halaster’s apprentices. They move and attack like giant scorpions, grabbing prey with two large pincer claws and delivering a deadly
scaladar doesn’t require air, food, drink, or sleep. Scaladar
Huge construct, unaligned
Armor Class 19 (natural armor)
Hit Points 94 (7d12 + 49)
Speed 30 ft., climb 20 ft.
STR
19(+4
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
not be sufficient motivation to take that risk. The Grand Masquerade is a fantastic adventure backdrop, but not a complete adventure. Adventurers need a good reason to attend; you can give them one by
, moving in her social circle, and dancing to the music of her first-class orchestra are delights to be savored—and entirely worth the risk of discovery. To adventurers, though, these delights might
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
not be sufficient motivation to take that risk. The Grand Masquerade is a fantastic adventure backdrop, but not a complete adventure. Adventurers need a good reason to attend; you can give them one by
, moving in her social circle, and dancing to the music of her first-class orchestra are delights to be savored—and entirely worth the risk of discovery. To adventurers, though, these delights might
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Scaladar Scaladar are constructs created by Trobriand, one of Halaster’s apprentices. They move and attack like giant scorpions, grabbing prey with two large pincer claws and delivering a deadly
scaladar doesn’t require air, food, drink, or sleep. Scaladar
Huge construct, unaligned
Armor Class 19 (natural armor)
Hit Points 94 (7d12 + 49)
Speed 30 ft., climb 20 ft.
STR
19(+4
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and 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 where the townsfolk would try to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home. Orphaned
and return home as quickly as possible. The Firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home. Firbolg Adventurers d8 Reason for Adventuring 1
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Leaving the Chasm Once the characters get what they came for, there’s little reason to stay. In fact, characters who stay too long run the risk of encountering six gnolls returning from a hunt
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home. Orphaned
and return home as quickly as possible. The Firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home. Firbolg Adventurers d8 Reason for Adventuring 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
door 20 Secret Door Etiquette Adventurers often fail to locate secret doors. For this reason, don’t hide important treasures or locations behind secret doors unless you’re comfortable with the
characters not finding them, and don’t risk letting your adventure grind to a halt because the only path forward is hidden behind a secret door.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
door 20 Secret Door Etiquette Adventurers often fail to locate secret doors. For this reason, don’t hide important treasures or locations behind secret doors unless you’re comfortable with the
characters not finding them, and don’t risk letting your adventure grind to a halt because the only path forward is hidden behind a secret door.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Leaving the Chasm Once the characters get what they came for, there’s little reason to stay. In fact, characters who stay too long run the risk of encountering six gnolls returning from a hunt
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
particular affinity for their own kind, which is the biggest reason why they seldom cooperate with one another unless they are forced to submit to a demon lord or other leader. Going even farther, every
lays claim to such an item can command the demon to do as they wish.
For this reason, demon lords hide their amulets away and trust no one, not even their followers, with knowledge of the location
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
particular affinity for their own kind, which is the biggest reason why they seldom cooperate with one another unless they are forced to submit to a demon lord or other leader. Going even farther, every
lays claim to such an item can command the demon to do as they wish.
For this reason, demon lords hide their amulets away and trust no one, not even their followers, with knowledge of the location
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Helmed Horror This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker’s demise. Resembling an
, or otherwise take active measures to improve its defensive position. Constructed Nature. A helmed horror doesn’t require air, food, drink, or sleep. Helmed Horror
Medium construct, neutral
Armor