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Returning 20 results for 'divided imagine are bringing'.
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Magic Items
Dungeon Master’s Guide
demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane
, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down).
When the time runs out or
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Magic Items
Basic Rules (2014)
. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine
. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the
Species
Mordenkainen Presents: Monsters of the Multiverse
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of
Hit Point Die. Also, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can
if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can
if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of
Hit Point Die. Also, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
here should inspire you as you prepare to use giants in your D&D game. This material is divided into five main sections: “Roleplaying Giants” discusses how to bring giants to life during your game
the relationships between giants and other kinds of creatures. “Organizations” details organizations that unite giants across the lines of the ordning, bringing them together around common goals and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
power, barring them from any source except for the ruins left behind from fallen civilizations and great calamities. For this reason, nagpas turn their efforts to bringing about such ends, so they
.
Nagpas can't learn from that which isn't destroyed. Imagine how bewildering and terrifying a city full of life must be to them. Is it any wonder that they seek the ruins of such places?
Nagpa
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain
short lived and fraught with peril. Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
6. Goblin Den The Cragmaw raiders stationed in the hideout use this area as a common room and barracks. This large cave is divided in half by a ten-foot-high escarpment. A steep natural staircase
by proactively eliminating threats by any means, while bringing honor and glory to their leaders and homelands. Sildar met Gundren Rockseeker in Neverwinter and agreed to accompany him back to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ladder at each end. The ladder at the south end climbs to area O1. O5. Chokepoint A long room, divided in the middle by two open doorways, stands empty. In the far southwest corner, an iron lever sticks
filthy creatures could imagine. You don’t understand the glory of it, the power found in the ice. None of you do. But you will learn soon enough when my father unleashes his terror upon Ten-Towns
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
or Constitution — allow creatures to avoid or mitigate the trap’s effects. Level and Lethality Before creating a trap’s effects, think about its level and its lethality. Traps are divided into four
check is required to disarm a simple trap. Imagine how your trap operates, and then think about how the characters could overcome it. More than one kind of ability check might be possible. Some traps are
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Cult of the Dragon has been sharply divided. Some of its members pursue Severin’s new vision for the cult, keeping their focus on his reinterpretation of the prophecy. Others still support the
serve as “the Child of Winter” (or some similar title) mentioned in the Prophecy and tries to manipulate the character into bringing the terms of the Prophecy to pass.
6 A Fiend tries to trick the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
sea. Imagine, if you can, the top of this crag hemmed in entirely by a tall wall. This wall is interrupted by several towers all the way around, and it encloses a large space from which even more of
rank-and-file of the Avowed are divided into acolytes, who are newcomers to the order, and scribes, who tend to the majority of the work in the keep. Acolytes provide labor, doing the cleaning, lifting
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
before spinning the creature a tailor-made robe. As the robe is being fashioned, Mixyll urges its guest to “imagine any image your heart desires.” The spiders can, in the 10 minutes it takes to
self-defense; it laments the fall of Ythryn and longs to see its corpse freed from the ruins. Excavating the tower requires pickaxes and shovels, and it takes a number of hours equal to 50 divided by
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Huckers” section in chapter 2). The hobgoblins form a phalanx in the front of the group, with the frost giant behind them and the unruly mob of ogres and goblins bringing up the rear. Even without the
mark what used to be the village of Zelbross. The abandoned site has a lovely view of the Southwood across the river, so it’s easy to imagine why settlers chose this spot, but there’s no evidence of what
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
in a city divided — quite literally. Part of the metropolis is magnificent, with breathtaking architecture, marvelous spires, and opulent decorations. And amid that beauty is a terrible scar caused
by tracking down the orc who committed the murder Oppal is accused of. Bringing that villain in might easily clear Oppal’s name — and bring the characters a certain amount of notoriety in the city. But
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
at the end of one of the racks is a small metal cage divided into two chambers. One chamber contains a gold-colored fighting-fish. In the second chamber, a bright silver fighting-fish bobs leisurely
pouch with 12 sp. Development. Noise of melee here will certainly be heard at the guard post (area 58), bringing two sahuagin champions (see appendix C) and six sahuagin to this area to investigate 3
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
about the planned attack on the sahuagin lair. Further, he offers to arrange an immediate meeting between the characters and the queen, with the purpose of bringing humans into the alliance. On a failed
water, the cell is bare.
The cell is divided into two parts: a shallow area and a deep area, separated vertically by a metal grill. The grill is hinged and locked. It can be opened with the key to






