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Returning 11 results for 'dangerous implanted are blowing'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
they’re just as likely to prey on mind flayer;mind flayers as on anything else.
Mind flayers consider neothelids dangerous abominations—normally they eat or destroy any tadpoles that grow
larger than a few inches in length without being implanted in a brain so they can’t become such threats. Neothelids are not intelligent enough for elder brains to detect, so mind flayers are
Tortle
Legacy
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Species
The Tortle Package
. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.
Adventurers at Heart
Tortles have a saying: “We wear
feeling homesick. Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to
Compendium
- Sources->Dungeons & Dragons->Stranger Things
Upside Down Encounters This part of the adventure is mostly supposed to be scary, not dangerous. When the characters first arrive in the Upside Down, make it in the middle of the woods (an area that
doesn’t touch our world). Describe how lonely, dark, and desolate it is, with a cold wind blowing all the time. Let the characters explore a little. Describe sections where the Upside Down touches our
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Redwaters, the shallowest lake, almost completely freezes in winter, making the fishing there difficult. Lac Dinneshere catches the worst of the winds blowing off the Reghed Glacier to the east and thus
is used in lamps and small stoves around which townsfolk huddle for warmth.
Ten-Towners buy their whale oil from whalers who live on the shores of the Sea of Moving Ice. Whaling is thus a lucrative (if inherently dangerous) business in Icewind Dale.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
franchise travels overland or across water for business, as you shield allies and important cargo from inclement or dangerous weather. And sure, those allies harp sometimes about your occasional bouts
of rage and your proclivity for blowing things up first and asking questions later. But you take it all in stride, because it’s not like you have a temper or anything. Wild Magic In business, an
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
just as likely to prey on mind flayers as on anything else. Mind flayers consider neothelids dangerous abominations—normally they eat or destroy any tadpoles that grow larger than a few inches in length
without being implanted in a brain so they can’t become such threats. Neothelids are not intelligent enough for elder brains to detect, so mind flayers are always alert for signs of their presence
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reveals herself as the battle winds down, perhaps joining the fight against the kakkuus once the characters defeat the dangerous quavilithku. Talking with Vaeve Vaeve hopes the characters might help her
Camlash’s forces, and the lower entrance is guarded by spyder-fiends. Vaeve points out both entrances to the cliffside redoubt, two miles distant and barely visible through the blowing fog. If the
compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
guilds are forming
a dangerous alliance.
5 A villain is trying to disrupt an alliance between two or more guilds.
6 Splinter factions from two guilds are trying to
form a new guild
guild for noble-minded player characters. Its holy bent also makes villains drawn from its ranks particularly dangerous and perhaps tragic.
Legion Garrison The Boros Legion maintains garrisons
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Liars Faint music and sharp perfume drift on the breeze blowing amid the columns and alcoves of this lavish chamber. Gemstone mosaics and platinum gilding glimmer amid hanging silks and furnishings heaped
which are evil or dangerous. What Shemeshka Really Knows Once Shemeshka’s bodyguards are dispatched, she exasperatedly offers to tell the characters everything they want to know if they swear to leave
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Yeti. If the characters encounter only one yeti, it’s an abominable yeti. Yetis use the howling wind and the blowing snow to conceal their approach, giving them advantage on their Dexterity (Stealth
: bloodthirsty insects and dangerous monsters. In the event the characters find themselves here, use the Swamp Monsters table in appendix B of the Dungeon Master’s Guide to inspire encounter ideas. Near the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To
these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its






