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Returning 22 results for 'deeds infused are buildings'.
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deeds infused are building
Monsters
Fizban's Treasury of Dragons
devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into
city to the ground, destroying buildings and defenders alike.LightningIf the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary
Monsters
Fizban's Treasury of Dragons
many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into
to the ground, destroying buildings and defenders alike.PoisonIf the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions
Monsters
Fizban's Treasury of Dragons
many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself
the ground, destroying buildings and defenders alike.AcidIf the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The
Monsters
Fizban's Treasury of Dragons
many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself
the ground, destroying buildings and defenders alike.FireIf the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The
Monsters
Fizban's Treasury of Dragons
many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself
the ground, destroying buildings and defenders alike.ColdIf the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The
Goliath
Legacy
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Species
Elemental Evil Player's Companion
physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with
individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Lonelywood Founded by a Sembian family from Urmlaspyr, Lonelywood is a quiet town of loggers, fishers, and scrimshanders scratching out a living on the edge of the world. The town’s oldest buildings
knucklehead trout, while most of the others spend their days in the forest felling and hewing the trees that are used to construct boats and buildings. Lonelywood’s timber is taken by cart to be sold in other
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Price of Beauty, Sylvarie Silversong, after visions bestowed by Sune led her to a hot spring infused with fey magic. Ten years ago, a coven of green hags calling themselves the Fetid Gaze tricked
insecurities and tricking them into accepting dark bargains that ultimately lead to misery. The temple consists of three buildings. What was once Sylvarie’s private tower has been taken over by the hags as a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new
growth sprouted from the wood, growing into a sapling infused with the vampire’s evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Celestials d4 Desired Offering 1 The tale of a heroic figure 2 An oath to do three charitable deeds before dawn 3 The crown of a defeated tyrant 4 A holy relic or treasured family heirloom Constructs
d4 Desired Offering 1 Oil to apply to the construct’s joints 2 A magic item with charges, to be used as fuel 3 A vessel infused with elemental power 4 Adamantine or mithral components Dragons
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
cosmic phenomena. Its power slips into the world in the same form, with star fields filling the shadows of Nyxborn beings that are infused with its power (see chapter 6 for details on Nyxborn). While
fully formed. Thassa’s palace floats underwater, its buildings suspended in giant bubbles that drift with the currents. At its edge, in a city of divine copper and marbleized hopes, Ephara makes her
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
buildings, stone walls, and similar surfaces usually feature a sculpture or relief of her visage. People often swear oaths or engage in verbal disputes in front of these images, believing she won’t
to get involved. (ERIC DESCHAMPS) MYTHS OF EPHARA
Ephara’s deeds demonstrate her commitment to the poleis and those who seek their improvement.
Founding of Meletis. The city-state of Meletis was
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside or asked to defend the last holdout of civilization against a relentless horde. The zombies could serve as direct threats or motivate others to monstrous deeds, with the ends supposedly
band of survivors in Silbervas, vanish after attempting to pillage Dekovan Palace. Soon after, the palace’s strange lights appear among buildings formerly claimed by the lost survivors.
8 A
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting
, destroying buildings and defenders alike. Chromatic Greatwyrm
Gargantuan Dragon (Chromatic), Typically Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 533 (26d20 + 260)
Speed 60 ft., burrow
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
buildings rises a tower of alabaster and gleaming, colored glass that reaches into the clouds. As you near the tower, your mimir rings like a bell, and its eyes pulse with golden light.
Celestial
otherwise within 100 feet of the gate to Mount Celestia, it must make a DC 10 Wisdom saving throw. On a failed save, the creature has visions of its past wicked deeds and gains 1 level of exhaustion
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
buildings are constant, and anything not nailed or tethered down is as good as lost. The gusts gnaw at Bedlam’s residents just as they do its structures. The citizens’ patience, manners, and joy dwindle in
deeds against their neighbors. One Pixel Brush Howling winds erupt from Sablereach, an obsidian tower
that claws above the miserable bowl that is Bedlam Gate Bedlam’s blustering gate resides at the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
necessary conformity to Sigil’s turbulent streets under the fastidious eyes of the Fated. The pristine buildings within this affluent ward are well maintained and regularly patrolled by officers of the
describe fill the festhall and its satellite buildings. Contests and duels are held at the Northumber, an outdoor amphitheater, while magical light checkers the stages of its two indoor theaters: the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wield this power are enlightened souls infused with radiance and the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness. JODIE MUIR Light Domain
warriors and reward them for their great deeds. They include champions of honor and chivalry as well as gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
flame storm usually lasts 2d4 minutes, though the originating storm clouds can persist for days, creating multiple flame storms. Necrotic Tempest. Storms infused with the essence of death roil with
Echoes Occasionally a place becomes infused with the powerful emotions of those who once dwelt, worked, celebrated, or suffered there. Areas with emotional echoes are typically associated with one common
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
people from rampaging evil dragons. Sarlamir was entombed a hero. Jandin regrets this, knowing Sarlamir’s disobedience and deeds contributed to the gods’ disfavor—and ultimately to the Cataclysm. She
forced into area R7 rather than R3. South Passage. This crude passage emerges 80 feet up a sheer cliff beneath the walls of Castle Kalaman. Below are paved streets and the rooftops of buildings. There is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Aurilssbarg are paved with logs laid side by side, and its buildings are low wooden structures whose pitched roofs are covered in sod. The heart of Aurilssbarg is Green Hall, a spacious tavern with a lengthy
. Klauth spends many waking hours scrying Faerûn with his spells, and he probably knows more about the deeds and whereabouts of surface-world creatures in the North and along the Sword Coast than any
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
“lunar crystal” infused with the moonlight of one of Krynn’s three moons. These crystals are essential to Teremini’s ritual and are protected by the ritual’s magic. Magic Balance. Krynn’s moons
rock tiles.
From this courtyard, individuals can access the ground floors of the three moon towers, most of the keep’s other buildings, and staircases to the curtain wall walkways. A hundred feet






