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Returning 12 results for 'defense inhabited are blazing'.
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defense inhabited are beating
defense inhabited are blowing
defense inherited are blazing
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Feathergale Spire In the Sighing Valley stands Feathergale Spire, the Haunted Keep inhabited by the Feathergale Society, Waterdhavian aerial-mount enthusiasts who have pretensions of nobility. They
call themselves Feathergale Knights. Secretly, the knights are dedicated to Yan-C-Bin. They occupied the keep when the air cult established itself in the dwarven ruins beneath the Sumber Hills. The knights serve the cult as lookouts, messengers, spies, and a first line of defense.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ready to travel at a moment’s notice, with franchisees always rushing headlong into the next amazing opportunity. As a Horizon Walker, you’re a master of travel, blazing trails into unknown realms by
a business rival looking to acquire your wealth, your blood, or your soul. No matter how dark the adventure gets, your role as a Monster Slayer makes you the best offense and defense against whatever stands in your franchise’s path to success.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
’ actions. Hostile If the characters enter the abbey with swords drawn and spells blazing, the survivors believe the pirates have returned and mount a solid defense. Once combat begins, the survivors
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
north balcony are lined with alcoves containing piles of skulls and bones — the remains of Old Omuans and their minotaur protectors. Advice from the Spirits Any characters inhabited by trickster
crystal cylinder shatters, and a myriad of tiny lights pour forth from within. These bright souls coil through the air like a tornado, blazing upward and then vanishing in a blinding, spectral flash
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and to the sides of the platform are four deep, rounded alcoves.
A spectral, armored figure with blazing emerald eyes appears from behind the throne and advances. “More fools of Djaynai? I’m the
call, three flameskulls—the remains of the hateful crew of the Girscamen—come to the aboleth’s defense via the passage to area T2. As the flameskulls enter the area, a familiar haint, Violette, appears
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, sparsely inhabited part of Ravnica far from the political activity of the Tenth District. The Simic guildhall, Zameck, is located in Zonot Seven within Precinct Five of Ravnica’s Tenth District. A huge
tend to interpret the Holdfast as being about defense and security, and the Upwelling as a call for sudden, disruptive growth. As befits members of a guild of scientists, the Adaptationists’ preparations
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
’ pets, but the gnomes treat them more like trusted neighbors. When strangers approach a woodland inhabited by forest gnomes, the gnomes often know about it while such visitors are still miles away
community — designing longer-lasting or larger-scale illusions that help the community stay hidden from the world. Gnomes use illusions for practically any reason — as a game, for defense, or for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
inhabited dungeon might have light sources. In subterranean settlements, even races that have darkvision use fire for warmth, cooking, and defense. But many creatures have no need of warmth or light
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
reason not to remain in one place for too long. 4 I have seen what happens when the monsters come out from the dark. I took it upon myself to become the first line of defense against the evils that lie
beyond civilization’s borders. 5 I met a grizzled ranger who taught me woodcraft and the secrets of the wild lands. 6 I served in an army, learning the precepts of my profession while blazing trails
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Features”) from a slot in its body, hands the card to them, and indicates that it has no other information or treasure to offer. The duodrone fights only in self-defense. S5: Library A roughly
attack. They are otherwise Indifferent toward intruders and fight only in self-defense. They know Modron and Common Sign Language. Treasure. The four real crates contain goods the githyanki left
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, rising to a vent in the cave ceiling. The water itself sparkles with an inviting, tranquil glow.
The hot spring has magical restorative properties that were used by the ancient duergar who inhabited the
larger vault. Hjoldak knows the location of both stashes as well as how to open them. The bed frame’s compartment was used to store weapons and other means of defense in case of an emergency. A character
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
enemies. Map 3.10: Gundarlun and Ruathym Sea of Moving Ice The sea west of Icewind Dale is a maze of shifting ice sheets and icebergs. A few frozen islands are inhabited by Ice Hunters, a group of
dwell in the High Moor and demand tribute several times a year. Secomber has no defense against the Urshani. Its residents give the hobgoblins food, homemade ale, and ore to retain their freedom. The






