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Returning 35 results for 'content respectively grinding to have reason'.
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Monsters
The Wild Beyond the Witchlight
.)
Gleam and Glister were born during such an event, and they are blessed with magical abilities tied to moonlight (Gleam) and sunlight (Glister), respectively. The twins are easily distinguished by
twins, alongside Gleam, her shy twin. Glister is content to remain Endelyn’s “guest” in Motherhorn if it means her sibling is safe from the hag’s wickedness.
Alignment
Monsters
Mordenkainen's Fiendish Folio Volume 1
devours any metals it encounters. Though normally content to eat raw veins of ore, this creature considers refined and crafted metals to be particularly delectable.
Vexing Scavengers. Khargras are
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
have merged the Xanathar Guild and the Zhentarim into a single criminal organization. Although the Zhents didn’t steal the Stone of Golorr, Xanathar believes they did. Once content to merely possess
has access to lair actions, and characters might encounter the beholder’s regional effects as well. Characters who don’t visit Xanathar’s lair in the course of this adventure might have reason to do
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
have merged the Xanathar Guild and the Zhentarim into a single criminal organization. Although the Zhents didn’t steal the Stone of Golorr, Xanathar believes they did. Once content to merely possess
has access to lair actions, and characters might encounter the beholder’s regional effects as well. Characters who don’t visit Xanathar’s lair in the course of this adventure might have reason to do
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
easily be set along Verbobonc’s river wharves. You can add Summit Hall and the Haunted Keeps as they stand to the area around Hommlet; there is no reason places such as these couldn’t be located in this
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
easily be set along Verbobonc’s river wharves. You can add Summit Hall and the Haunted Keeps as they stand to the area around Hommlet; there is no reason places such as these couldn’t be located in this
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
by a curious mix of Companions of Elturgard. The Companions — all paladins of gods such as Tyr, Torm, Helm, and Amaunator — tend to be either young firebrands or grizzled veterans content to sit by a
camp at Fort Tamal never seemed to need such a robust guard before. Even the relative nearness of Najara seems to provide little reason for so many of Elturgard’s mightiest defenders to be squandered
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
by a curious mix of Companions of Elturgard. The Companions — all paladins of gods such as Tyr, Torm, Helm, and Amaunator — tend to be either young firebrands or grizzled veterans content to sit by a
camp at Fort Tamal never seemed to need such a robust guard before. Even the relative nearness of Najara seems to provide little reason for so many of Elturgard’s mightiest defenders to be squandered
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Accustomed to inspiring fear, and having grown somewhat lazy in its guardian role, it is usually content to let foes flee from it rather than pursuing. Each time the characters finish a long rest in
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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Khargra The bizarre khargra is a flying creature from the Elemental Plane of Earth that devours any metals it encounters. Though normally content to eat raw veins of ore, this creature considers
reason, they remain lodged in its gullet for a few days of indigestion before the offending material is coughed up. Reluctant Predators. Khargras find living flesh disgusting, and they attack creatures
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Accustomed to inspiring fear, and having grown somewhat lazy in its guardian role, it is usually content to let foes flee from it rather than pursuing. Each time the characters finish a long rest in
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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Khargra The bizarre khargra is a flying creature from the Elemental Plane of Earth that devours any metals it encounters. Though normally content to eat raw veins of ore, this creature considers
reason, they remain lodged in its gullet for a few days of indigestion before the offending material is coughed up. Reluctant Predators. Khargras find living flesh disgusting, and they attack creatures
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
were heaped with corpses and awash in blood. Even the surface elves might be content to overlook their hatred for their kin and leave the drow alone, as long as they never had to lay eyes on the drow or
ground for good reason — beyond the light lies unmapped enemy territory where everything they meet is likely to be hostile. In special circumstances, such as if one of the raiders’ captives is a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
were heaped with corpses and awash in blood. Even the surface elves might be content to overlook their hatred for their kin and leave the drow alone, as long as they never had to lay eyes on the drow or
ground for good reason — beyond the light lies unmapped enemy territory where everything they meet is likely to be hostile. In special circumstances, such as if one of the raiders’ captives is a
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
people, or do you quietly push against the social and cultural norms that others expect to define you? As an adventurer in Etharis, you have even more reason than most to break the expectations that
+2 and +1, respectively. If you use a heritage from another book and that heritage offers a standard setup for increasing starting ability scores, you can use that setup instead. Choosing Languages
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
its soul goes to the Nine Hells. Hags are usually content to wait and conduct their own business, allowing mortals to come to them when the perceived need is great enough. Instead of being interested
after a hag has done her worst in such a place, she maintains leverage over her victims by holding out the prospect that someday she will undo the curses that she has lain on them. For that reason, the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
its soul goes to the Nine Hells. Hags are usually content to wait and conduct their own business, allowing mortals to come to them when the perceived need is great enough. Instead of being interested
after a hag has done her worst in such a place, she maintains leverage over her victims by holding out the prospect that someday she will undo the curses that she has lain on them. For that reason, the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters give the aboleths a reason to be paranoid (which is easy to do, given their natural inclinations), these creatures attack. L3. Landgrave’s Pit The light that fills the pit originates in the
, unknown destiny. It was content to let Sgothgah serve its needs as it grew, but it had already decided to kill the aboleth once Sgothgah’s usefulness had run its course. The kraken has no interest in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters give the aboleths a reason to be paranoid (which is easy to do, given their natural inclinations), these creatures attack. L3. Landgrave’s Pit The light that fills the pit originates in the
, unknown destiny. It was content to let Sgothgah serve its needs as it grew, but it had already decided to kill the aboleth once Sgothgah’s usefulness had run its course. The kraken has no interest in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
confronts anyone who enters but stands down if the characters look like Thayans and give a credible reason for being here. Otherwise, the creatures attack. Bone Piles. Here lie fragments of bone left
sound of steel grinding flesh and bone, rising and falling at intervals. The noise means that Thayans here fail to perceive sounds of combat from nearby areas. Glyph Keys. Every one of the Red Wizards
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
confronts anyone who enters but stands down if the characters look like Thayans and give a credible reason for being here. Otherwise, the creatures attack. Bone Piles. Here lie fragments of bone left
sound of steel grinding flesh and bone, rising and falling at intervals. The noise means that Thayans here fail to perceive sounds of combat from nearby areas. Glyph Keys. Every one of the Red Wizards
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
haven as its guardians are released. Guardian Battle. Three stone golems (carved to resemble an 8-foot-tall crowned dwarf, a 10-foot-tall crowned elf, and a 12-foot-tall crowned human, respectively
time (see “Nintra’s End” below). If the characters do not speak with Zyrian for some reason, spending an hour searching the books of the library turns up references to the ritual that created The
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
minute of effort, though a knock spell or similar magic opens it with ease. Pulling a lever in area Z2 causes the doors to swing inward, stone grinding against stone. Arrow Slits. Two goblin psi
southeast, respectively. A shaft leads to the upper level.
The mine shaft is 30 feet long and ascends to the outpost’s bunks (area Z4). If the characters fixed the elevator in the bunks, they can use
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
minute of effort, though a knock spell or similar magic opens it with ease. Pulling a lever in area Z2 causes the doors to swing inward, stone grinding against stone. Arrow Slits. Two goblin psi
southeast, respectively. A shaft leads to the upper level.
The mine shaft is 30 feet long and ascends to the outpost’s bunks (area Z4). If the characters fixed the elevator in the bunks, they can use
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
haven as its guardians are released. Guardian Battle. Three stone golems (carved to resemble an 8-foot-tall crowned dwarf, a 10-foot-tall crowned elf, and a 12-foot-tall crowned human, respectively
time (see “Nintra’s End” below). If the characters do not speak with Zyrian for some reason, spending an hour searching the books of the library turns up references to the ritual that created The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Serissa views the arrest of her sisters as a sensible precaution. On Serissa’s orders, Uthor has Mirran and Nym confined to their towers (areas 30 and area 31, respectively), with a storm giant guard
with them so that they can return to Maelstrom safely. If the characters no longer have their conch for some reason, Serissa furnishes them with another one (taken from one of her guests). If the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Serissa views the arrest of her sisters as a sensible precaution. On Serissa’s orders, Uthor has Mirran and Nym confined to their towers (areas 30 and area 31, respectively), with a storm giant guard
with them so that they can return to Maelstrom safely. If the characters no longer have their conch for some reason, Serissa furnishes them with another one (taken from one of her guests). If the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
), Khelliara (the Forest Maiden), and the Hidden One. Over the centuries, scholars in other lands have speculated that these deities might be faces of Chauntea, Mielikki, and Mystra, respectively. The
the issuing government uses, regardless of origin, except for Zhentil Keep — for some reason, all Zhent coins have unflattering epithets associated with them.
Amn: fander, taran, centaur, danter
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a sleek red coat. But Ilren is a disguised death slaad who can cast the spell Modify Memory (spell save DC 15) once per day. Ilren is the reason the camp suffers Aberration attacks; the death slaad
stretching toward the stern segment and the starboard segment, respectively. These tethers indicate the links between the wards and the runes in these respective locations. Z19: Safe Room An
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a sleek red coat. But Ilren is a disguised death slaad who can cast the spell Modify Memory (spell save DC 15) once per day. Ilren is the reason the camp suffers Aberration attacks; the death slaad
stretching toward the stern segment and the starboard segment, respectively. These tethers indicate the links between the wards and the runes in these respective locations. Z19: Safe Room An
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
), Khelliara (the Forest Maiden), and the Hidden One. Over the centuries, scholars in other lands have speculated that these deities might be faces of Chauntea, Mielikki, and Mystra, respectively. The
the issuing government uses, regardless of origin, except for Zhentil Keep — for some reason, all Zhent coins have unflattering epithets associated with them.
Amn: fander, taran, centaur, danter
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
incense burner are silver, worth 10 gp, 3 gp, and 5 gp respectively. The chest contains 20 gp and a potion of water breathing. 19. Senior Shaman’s Sleeping Quarters A single cot rests by the south wall, an
, 5 gp, and 3 gp each, respectively. 36. Royal Bath This bare, stone-flagged room features a twenty-foot-square pool of clear water at its center. The floor of the pool is stepped to provide easy
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
incense burner are silver, worth 10 gp, 3 gp, and 5 gp respectively. The chest contains 20 gp and a potion of water breathing. 19. Senior Shaman’s Sleeping Quarters A single cot rests by the south wall, an
, 5 gp, and 3 gp each, respectively. 36. Royal Bath This bare, stone-flagged room features a twenty-foot-square pool of clear water at its center. The floor of the pool is stepped to provide easy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
pulverize creatures that it petrifies, turning them into a fine powder that can be used to make plaster. The pulverizer consists mainly of a tall stone bin with grinding gears at the bottom, and a chute where
and weapons. If Hyustus has died for whatever reason, replace him with a female human Watch officer named Cressa Galavarco (LG female Tethyrian veteran with no armor or weapons). Whoever is here has a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
pulverize creatures that it petrifies, turning them into a fine powder that can be used to make plaster. The pulverizer consists mainly of a tall stone bin with grinding gears at the bottom, and a chute where
and weapons. If Hyustus has died for whatever reason, replace him with a female human Watch officer named Cressa Galavarco (LG female Tethyrian veteran with no armor or weapons). Whoever is here has a