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                        Returning 30 results for 'demeter inhabit are bring'.
                    
                
                        
                            
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                                                     Backgrounds
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    . You know if a deity has a following in the city and any places that faith openly congregates and the neighborhoods those faithful typically inhabit. While this isn’t remarkable for most of the
                                                
                                            
                                                
                                                     city’s larger faiths, keeping track of the hundreds of religions newcomers bring with them is no mean feat.
 
Suggested Characteristics
Acolytes are shaped by their experience in temples
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    K: Shrine of Evil Chaos The Cult of Chaos performs evil rites in this cave, subtly drawing monsters to inhabit the Caves of Chaos and bring strife to the Borderlands. The current cult leader is Ivlis
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     following in the city and any places that faith openly congregates and the neighborhoods those faithful typically inhabit. While this isn’t remarkable for most of the city’s larger faiths, keeping track of the hundreds of religions newcomers bring with them is no mean feat.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     following in the city and any places that faith openly congregates and the neighborhoods those faithful typically inhabit. While this isn’t remarkable for most of the city’s larger faiths, keeping track of the hundreds of religions newcomers bring with them is no mean feat.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power. Other barbarians trust only in the blood that runs in their veins and the steel
                                                
                                            
                                                
                                                     trust a wizard. They’re all devils in disguise, especially the friendly ones. 3 Dwarves have lost their spirits, and are almost like the undead. That’s why they live underground. 4 Magical things bring
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    How to Use These Rules The best thing about being a DM is that you get to invent your own fantasy world and bring it to life, and nothing brings a D&D world to life more than the creatures that
                                                
                                            
                                                
                                                     inhabit it. You might read a monster’s entry and be spurred to create an adventure revolving around it, or you might have an awesome idea for a dungeon and need just the right monsters to populate it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Grolantor’s Larder Adventures Here are sample adventure hooks to bring characters to Grolantor’s Larder or to give them missions to pursue there. Ashes of War A war-torn country’s farmland was razed
                                                
                                            
                                                
                                                     3) inhabit the grove and view intruders as food. Discerning Taste The hill giant leader occupying Grolantor’s Larder wants a delicacy from Karontor’s Hold (in this chapter). He uncharacteristically
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     inhabit. Shadar-kai know that those who come willingly to the Raven Queen’s tower are there to beseech her for something, and thus they try to prepare such visitors for what they will face. The queen’s
                                                
                                            
                                                
                                                     wishes them to collect. Sometimes they are small: a spurned lover, a lost item, a betrayal. But some tragedies are much graver: a murder, a war, a diabolical bargain. To bring back a trinket for their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     by Humanoids, marking each people’s first awareness of the other and the lands they inhabit. 8 A small but growing number of giants believe the adventurers might be the fulfillment of an ancient
                                                
                                            
                                                
                                                     prophecy that means they will bring about the return of Annam—and either the downfall or the resurgence of the giants.  Thousands and thousands of years we have walked these many worlds. Are we not too old and too wise for ancient grudges?
 —Diancastra
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     displacer beasts begin stalking prey, they can’t be deterred until either they or their quarry is slain. While displacer beasts commonly inhabit dense forests, they might pursue travelers across great
                                                
                                            
                                                
                                                     distances and even into cities or dungeons. More cunning than mere animals, these predators might set ambushes or lie hidden for days to bring down their prey. Displacer beasts sometimes pursue prey
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    Gruul Creatures Many dangerous creatures haunt the rubblebelts and other places the Gruul Clans inhabit. Beasts Gruul territory is full of beasts of all sizes. Herds of giant boars (see the Monster
                                                
                                            
                                                
                                                     spotted amid tended groves and gardens. Any beast described in this source or in the Monster Manual can roam the rubblebelts. The Gruul can bring out the fury in these beasts, turning them into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    . Since the return of the svirfneblin to Blingdenstone, the deep gnomes have studiously avoided sections of the old city that Ogrémoch’s Bane and Neheedra inhabit, blocking it off from the rest of the
                                                
                                            
                                                
                                                     are dark except for whatever light sources the characters bring with them.
 Caverns and Corridors. The caverns and connecting tunnels in this part of Blingdenstone are of the same construction seen in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    . A giant sovereign’s steading might be at the peak of a mountain or in the depths of a chasm. High-status giants populate nearby steadings, while the lowest-ranking giants inhabit those farthest away
                                                
                                            
                                                
                                                     component steadings, but sometimes they live in a different part of the settlement—on the lower slopes of a mountain, for example. The Settlements table offers adventure hooks that might bring adventurers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed. If you destroy this body, my spirit will find a new corpse to inhabit, and I will hunt you
                                                
                                            
                                                
                                                     allowed to die again. Instead, he must suffer eternally in a hell of his own creation, from which he can never escape. Whatever can be done to bring him misery and unrest, I will do, but I will destroy
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     hag appear in chapter 3 of this book. Green hags inhabit dismal forests, swamps, and moors. A green hag’s body, whether broad, narrow, fat, or thin, is topped with a tangled mane of hair. A green hag
                                                
                                            
                                                
                                                     eventually perform evil acts. Then, when a victim dies, the hag can harvest its soul and bring it to Hades. Sea hags live underwater or on the shore, favoring bleak and despoiled places. They have pale skin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     inhabit these ruins, as do hermits and scholars hording secrets too dangerous to sequester elsewhere.
 The Abandoned Temple Adventures table offers ideas for adventures that could occur in such a
                                                
                                            
                                                
                                                     temple, having dug a lair out of one of the collapsed sections. 
   3  A medusa living in an abandoned temple grants curative aid to those who bring her a humanoid sacrifice. 
   4  A bandit captain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     end, each colony conducts research into the nature of the world and the creatures that inhabit it. The mind flayers examine all facets of reality, seeking any knowledge that could give them the edge
                                                
                                            
                                                
                                                     methods to bring about famine and other natural disasters. A mind flayer colony using this strategy collects and feeds on humanoids mainly to use the knowledge they gain to understand their victims
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     found, and that book also includes tables listing the creatures commonly found within each type of terrain. Using that information, you can decide which creatures inhabit an adventure location within a
                                                
                                            
                                                
                                                     incite the grimlocks to revolt against the mind flayers. Bring the NPC leaders of groups to life as described in the “Nonplayer Characters” section in chapter 3, fleshing out their personalities and goals. Then use those elements to decide how those leaders respond to adventurers.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Celestials. The Lower Planes are the home of Fiends. The planes in between host their own unique denizens: for example, modrons are Constructs that inhabit Mechanus, and slaadi are Aberrations that thrive
                                                
                                            
                                                
                                                     tendencies are best handled as DM suggestions and then roleplayed by the players, but you might award Heroic Inspiration to characters who bring these characteristics to life in their characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Berbalang Berbalangs creep across the petrified remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures
                                                
                                            
                                                
                                                     succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage.
 The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     whatever monsters have taken up residence in the ruins in the centuries since the giants abandoned them. In Xen’drik, living giants still inhabit some of their ancient ruins, though they have fallen
                                                
                                            
                                                
                                                     adventurer passing into a world of giants. In Norse myth, giants inhabit the realm of Jotunheim, where brave gods and heroes occasionally venture on dangerous quests.   Manuel Castanon  Three brave
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     leads from the lower portion to the upper ledge. The air is hazy with the smoke of a cooking fire, and pungent from the smell of poorly cured hides and unwashed goblins.
 Six goblins inhabit this den
                                                
                                            
                                                
                                                     kill Klarg in area 8, promising to release Sildar when they bring back the bugbear’s head. Sildar groggily warns the characters that they shouldn’t trust the goblin, and he’s right. If the characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     archetypal giant seer is a storm giant driven by the search for signs of Annam’s activity. The seer might seek out omens written in natural phenomena, manipulate world events to bring about the fulfillment
                                                
                                            
                                                
                                                     exploit the settlement’s smaller inhabitants. 4 Bring gifts to a powerful dragon—and convince it not to destroy the settlement of giants. 5 Suppress (or secretly aid) an underground rebellion among the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     Gauntlet Members of the Order of the Gauntlet seek to protect others from the depredations of evildoers. Placing their faith in deities such as Torm, Helm, and Tyr, they bring the strength of their faith
                                                
                                            
                                                
                                                     hundreds of years ago on the Purple Rocks. The humans who inhabit these islands cast their young into the sea as part of a ritual to appease Slarkrethel. These sacrificed offspring resurface and return
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     characters years ago resurfaces, giving the characters a chance to finally bring the villain to justice. Sword and Sorcery A sword-and-sorcery campaign features a grim world of evil spellcasters and
                                                
                                            
                                                
                                                     different world where whimsical tales unfold—or perhaps some version of the modern world. Gamma World. The characters inhabit a post-apocalyptic wasteland that is largely medieval in feel, but isolated
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     importance of the goal to the body they inhabit means that they are compelled to try to accomplish this goal. Players can share their secret goal with other individual players once they learn it, as long
                                                
                                            
                                                
                                                     to the vault and bring the suit of armor to the celebration. 
   6:00 PM  The caravan departs from Horn Enclave.  Guests prepare to depart. Ironbeard takes Gorat’s key and deposits any last gifts in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     pungent from the smell of poorly cured hides and unwashed goblins.
 Five goblins and two goblin bosses inhabit this den. The southern half of the cave is 10 feet higher than the northern end. Sildar
                                                
                                            
                                                
                                                     area H8, promising to release Sildar when they bring back Klarg’s head. Sildar groggily warns the characters that they shouldn’t trust the goblin, and he’s right. If the characters take the deal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     manipulators that can inhabit the dreams of others. Tens of thousands of years ago, the quori fought a bitter war with the giants of Xen’drik. The giants ended the war by severing the connection between
                                                
                                            
                                                
                                                     expended. 3 Spells and abilities that raise the dead have a 50 percent chance to bring back 1d4 angry spirits as well. These might be banshees, ghosts, shadows, specters, wraiths, or other incorporeal undead
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     pit around which yakfolk gather to hear the words of their chief. This pit is also where the yakfolk bring workers to fight one another and where they execute prisoners. The rest of the time, the pit
                                                
                                            
                                                
                                                    , captured several members, and used their possession ritual to inhabit the dwarves. The chief then sent these assassins to kill Citadel Adbar’s king. (The elves saw the ritual being performed.) If the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     bring the aboleth sacrifices, and when they lack a proper sacrifice, they willingly feed themselves to their hungry god. Yngukulub obeys Gar Shatterkeel because it awaits the day when Olhydra drowns
                                                
                                            
                                                
                                                     surface, their skin black from frostbite. Some hang upside down or sideways; some are missing fingers, hands, and feet.
 A one-eyed shiver (see chapter 7) and seven ice mephits inhabit this cave. The one
                                                
                                            
                                        





