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Returning 35 results for 'masks some with openly auril for for live'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
preserve her legacy. Bjornhild intends to live forever by demonstrating her unwavering faith in the Frostmaiden and becoming the Chosen of Auril.
As if she weren't fearsome enough, Bjornhild has a pet saber-toothed tiger named Grava.
Auril's Blessing (3/Day). When Bjornhild hits a creature with a weapon attack, the attack deals an extra 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Auril","rollDamageType
Monsters
Icewind Dale: Rime of the Frostmaiden
through countless harsh winters. The Reghed wear heavy furs as well as gloves, boots, and masks made of animal hide, to protect themselves from the bitter cold.
Although they originally descended from
survive, as they follow herds of reindeer along the route of the animals' annual migration. When they make camp, the tribesfolk live in large, round tents made of deerskin and supported by wooden shafts
Changeling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
changelings with suspicion.
A Hidden People
Wherever humans live, changelings reside also; the question is whether their presence is known.
Changelings are born to one of three paths. A few are raised
in stable communities where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever
Monsters
Icewind Dale: Rime of the Frostmaiden
kept them alive through countless harsh winters. The Reghed wear heavy furs as well as gloves, boots, and masks made of animal hide, to protect themselves from the bitter cold.
Although they originally
lifestyle to survive, as they follow herds of reindeer along the route of the animals' annual migration. When they make camp, the tribesfolk live in large, round tents made of deerskin and supported by
Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They frequently wear alabaster masks with ecstatic expressions and ostentatious dress and
desires.”
21–40
“Anyone who doesn’t do exactly what I say doesn’t deserve to live.”
41–60
“Mine is the path of redemption. Anyone who says
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
and animal life, and the need for people to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including
. In fact, in the world of Greyhawk, the druidic faith is called the Old Faith, and it claims many adherents among farmers, foresters, fishers, and others who live closely with nature. This tradition
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature’s stat block. Several of the creatures in this appendix are common beasts—foxes, hares, mountain goats, seals, sperm whales, and walruses—that live among other beasts from the Monster Manual
magen
Hypnos magen
Living Bigby’s hand
Living blade of disaster
Living demiplane
Snow golem
Tomb tapper
ELEMENTALS
Auril (second form)
Auril (third form)
Chwinga
FIEND
Chardalyn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Auril’s Everlasting Rime Auril’s decision to live among mortals is explained in appendix C. What the characters discover in the course of the adventure is that she’s unhappy and craves isolation. Her
nightly quest to hold the sun at bay stems from a need to preserve the beauty of things by freezing them. There is no way to reason with a being so bereft of compassion as Auril, but in her weakened
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
A Hidden People Wherever humans live, changelings reside also; the question is whether their presence is known. Changelings are born to one of three paths. A few are raised in stable communities
where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
further test, she allowed Severin a scrap of knowledge regarding the existence of the five dragon masks. Severin took that bit of information and did what few others could have accomplished
, searching for and finding all five masks. The task took years to complete, and it led directly to the crisis that Faerûn now faces. Severin kept the red mask for himself. As other masks were found, he
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
.
Gang Mentality
Since bugbears aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The
. Bugbears understand that by venerating Hruggek and Grankhul, they also give tribute to Maglubiyet, even though they don’t openly pay homage to their overlord. When bugbears are called to join a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
further test, she allowed Severin a scrap of knowledge regarding the existence of the five dragon masks. Severin took that bit of information and did what few others could have accomplished
, searching for and finding all five masks. The task took years to complete, and it led directly to the crisis that Faerûn now faces. Severin kept the red mask for himself. As other masks were found, he
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
further test, she allowed Severin a scrap of knowledge regarding the existence of the five dragon masks. Severin took that bit of information and did what few others could have accomplished, searching
for and finding all five masks. The task took years to complete, and it led directly to the crisis that Faerûn now faces. Severin kept the red mask for himself. As other masks were found, he presented
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Mackerel and Trout Characters who share what they learned with the living residents of Toadhop discover that Mackerel Mudbottom and Trout Bonanza are well known in these parts. The two halflings live
a carrot to a mule, while the other stands in the middle of the river, futzing with a broken crayfish trap.
Mackerel and Trout are unarmed commoners. The characters can approach the halflings openly
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, not even in what should be the height of summer. In this frozen tundra, darkness and bitter cold reign as king and queen. Most dale residents blame Auril the Frostmaiden, the god of winter’s wrath. The
shimmering aurora that weaves across the sky each night is said to be her doing—a potent spell that keeps the sun at bay.
Dalefolk live in a scattering of settlements known as Ten-Towns. The drop
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
became locked in a perpetual, dark winter without reprieve. Auril the Frostmaiden, the divine embodiment of winter’s fury, has withdrawn to this cold corner of the world to live among mortals
. Further, she has cast a terrible spell over Icewind Dale, to the detriment of most of its denizens. Each night before midnight, Auril takes to the sky on the back of a white roc and weaves her spell, which
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
from the earth — directly or indirectly. In areas where the influence of Elemental Evil takes hold, animals and monsters that live or burrow in the ground accept the cultists as allies. Creatures
monsters to good use. They are unflinching in the face of death. Surrender is never an option. Earth cultists live and work underground. They craft weapons from stone or iron and “bathe” themselves in sand
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Middle City The financial and mercantile center of Bral, the Middle City is home to thousands of Bralians who can afford to live outside the Low City but don’t have the privilege or means to dwell
before audiences unaware of her identity. Red Masks Guildhouse The Red Masks are a group of violent youngsters fighting for influence on the Rock. They frequently come into conflict with members of the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Anarchist Outcry An ear-splitting crash pierces the air. Five figures wearing snarling, crimson masks clamber atop stalls, each raising a cone-like device to their mouth. Along with an irritating
some onlookers may agree, no one is fool enough to draw attention to themself by openly supporting either side. While the speaker shouts, five members of the Brightguard (use the guard stat block) move
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
preparations for premeditated crimes. Phenax is worshiped openly in the necropoleis of Asphodel and Odunos, though the Returned who are loyal to Erebos’s agent, Tymaret, refuse to worship the god they’re
hunting (see chapter 3). Somber ceremonies are intoned to bless the golden funeral masks the Returned wear. (RYAN BARGER) MYTHS OF PHENAX
The tales told of Phenax’s deeds speak of his duplicity, cunning
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to live forever by demonstrating her unwavering faith in the Frostmaiden and becoming the Chosen of Auril. As if she weren’t fearsome enough, Bjornhild has a pet saber-toothed tiger named Grava. Queen
masks made of animal hide, to protect themselves from the bitter cold. Although they originally descended from humans who were predominantly blue-eyed and fair-haired, the Reghed tribes have
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
migrations, moving southwest in the winter and northeast in the summer. The barbarians live in large, round tents made of deerskin and supported by beams of wood or whalebone. In the past, the Reghed tribes
were known to raid Ten-Towns for supplies, but now the Tribe of the Elk is learning to live in peace with the more civilized people of Ten-Towns. The other three Reghed tribes — the Tribe of the Tiger
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
those newcomers. Barovians have a tendency to stare openly, in silence, thereby expressing their disapproval of anything that isn’t familiar to them. Barovians aren’t talkative with strangers, to the
outdoors, so as not to attract the attention of Strahd or his spies. Barovians live within a closed ecosystem. Every Barovian adult is expected to learn a trade or serve a function. Barovians stitch
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
any report of Yarana’s words. A worker mentions this to the Sugar Man if the characters don’t. In response to any description of the whistlers, the Sugar Man scoffs openly. He is taken aback if a
dear to him was once lost, and he wishes to see that person live again. He doesn’t share the details, but the Sugar Man plans to use the power of the seed pod to resurrect his son, Endis, who died a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
more chwingas live in the same area, each one will take shelter in a different plant, rock, or body of fresh water. Though no two chwingas look exactly alike, they resemble 6-inch-tall animated dolls
with strange masks, spindly limbs, and wild hair. Their appearance is sometimes foreshadowed by cool breezes, the sweet smell of flowers, and dancing fireflies. Their mere presence makes a natural
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Fallen The
Sharn Inquisitive
Dawn of disease
You’ll hear warning bells toll tomorrow morning. You’ll see packs of people with their faces hidden by plague masks or strips of cloth. Jorasco
the most desperate people live here, and the forces of the law won’t come near it. As a result, the district has a lot of space available for any cult or secret society that needs a lair. The followers
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
symbolic or direct examples of their past failings and rebuke their old vices in a final, crystallizing act of growth. Funerary masks help the newly dead resist the erosion of memory and identity in the
don’t change. For characters who embrace heroic virtues and live as a beneficial force in the world, they might spend a few hours or days in the idyllic embrace of Ilysia. On the other hand, those who
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
qualities their warriors hold most dear. Take care not to question or insult this veneration in their presence. VALKUR, HERO-GOD OF THE NORTHLANDERS
While Northlanders revere many other gods — Auril
Northlanders who live on the islands of the Sea of Swords and the humans who would go on to found old Illusk, now Luskan, and spread out as the Illuskan people. The warlike folk of Ruathym know they have this
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
overt displays of it. 6 Ancient dragons fill me with dread. My knees grow weak in their presence. Cloud Giants Cloud giants are aptly named, or at least were at one time. Few of them live literally on
watching clouds drift past their mountaintop homes instead of living atop those clouds as in days of yore. Family First Most types of giants live communally in large groups of clan mates, but the central
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
city’s structures. Patriars live and work in the Upper City. Their manor homes employ dozens of servants, along with contingents of personal guards. The wall surrounding the Upper City as well as the
action that protects the vulnerable groups. They stage robberies on their own property and secretly send the “stolen goods” to sick houses and charities. These patriars know that to act openly is to invite
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
dangerous construction site and asks them to leave if they seem to simply be sightseeing. If the characters openly carry weapons, she’s hopeful that they’ve been hired by the magistrates to investigate the
frustrated with the city’s magistrates, believing they’re failing to protect her people. Dangerous animals live in the nearby forests, particularly tigers, and she has guards to keep such threats at
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
city’s structures. Patriars live and work in the Upper City. Their manor homes employ dozens of servants, along with contingents of personal guards. The wall surrounding the Upper City as well as the
action that protects the vulnerable groups. They stage robberies on their own property and secretly send the “stolen goods” to sick houses and charities. These patriars know that to act openly is to invite
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Aasimar Traits Your aasimar character has the following racial traits. Ability Score Increase. Your Charisma score increases by 2. Age. Aasimar mature at the same rate as humans, but they can live up
evil — a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
druidic faith is called the Old Faith, and it claims many adherents among farmers, foresters, fishers, and others who live closely with nature. This tradition includes the worship of Nature as a primal
, or even the harsh Gods of Fury: Talos, Malar, Auril, and Umberlee. These nature gods are often called the First Circle, the first among the druids, and most druids count them all (even the violent
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, Dralmorrer Borngray; the notion that someone might want to not live in a swamp has never entered Pharblex’s narrow mind, and the bullywug seems deaf to Borngray’s ironic and sarcastic jabs at the mere. When
castle fluctuates. They come and go as they please. On any given day, forty to fifty are camped outside the castle. Thirty-four more plus Pharblex live in the castle barracks (areas 1G and area 2G






