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Returning 35 results for 'mechanical seeing with openly altar from for live'.
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Monsters
Acquisitions Incorporated
relic known as the Black Altar, exposing him to their infinite truths and shocking the drow's hair jet-black. His matching “beard” is actually a slow-growing colony of inert spores that K'thriss
believes makes him look distinguished. Possessed of alarming and asymmetric crystalline eyes, he often wears a blindfold to spare others his visage, seeing through the eyes of his familiar while he does
Changeling
Legacy
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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
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
restoration, mass cure wounds, scrying
6th level (1 slot): heroes' feast, true seeing
7th level (1 slot): etherealness, plane shift
8th level (1 slot): control weather
9th level (1 slot): true
idealized form. Such creatures are rarely aggressive toward others that aren't normally prey. Evil creatures can't tolerate the holy atmosphere within the same distance, and usually choose to live much
Genasi
Legacy
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Species
Elemental Evil Player's Companion
, seeing them as accidents. Many feel nothing for their genasi children at all.
Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership
the households of their genie parents.
Wild and Confident
Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful
Gnome
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
) risks and dreaming large.
Bright Burrows
Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface
, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen
Nicknames: Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck
Seeing
Species
Spelljammer: Adventures in Space
unforgettable appearance, giff are noticed wherever they go. Giff put their great size to use in all sorts of ways, from lifting heavy loads and tying tight knots to opening stuck doors and seeing over
about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description
Species
Spelljammer: Adventures in Space
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An
live for centuries, typically up to 500 years.
Autognome History
d6
Story
1
Your creator gave you autonomy and urged you to follow your dreams.
2
Your creator died, leaving you
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Elven Wizard You have spent your life dedicated to Oghma, all-seeing god of knowledge, and spent years learning the lore of the multiverse. Personal Goal: Reconsecrate the Defiled Altar. Through
Oghma. Now dedicated to the vile goblin god Maglubiyet, the altar is an offense to Oghma that must not stand.
You’re sure Oghma has greater things in store for you if you can complete this quest
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
somewhere in Baldur’s Gate. Drugs and poisons sit on shelves alongside tinctures and remedies. Trade goods from Chult, mechanical wonders from Neverwinter, tomes of magic from Calimshan, and the most
living in the city, their talents traded as briskly — and often just as openly — as those of any other professional. For all its shadows and dark dealings, Baldur’s Gate is not without its lights. Some
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
special significance beyond that is imparted to it.
At 4 years old an orc is considered a juvenile, and by age 12 it is a fully functioning adult. Most orcs don’t live past the age of 25 due to
battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when
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->Tomb of Annihilation Supplement
Y’zleth want it found and returned to the niche in the base of the altar. The thief and its kind live in caves that riddle the mountains (see “Geonid Caves”). The snakes warn the characters that they
Talking Snakes Lurking behind the altar are two awakened poisonous snakes named Ssura and Y’zleth (pronounced SOO-rah and EEZ-leth). They slither out of hiding to confront anyone who approaches
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
price, it’s for sale somewhere in Baldur’s Gate. Drugs and poisons sit on shelves alongside tinctures and remedies. Trade goods from Chult, mechanical wonders from Neverwinter, tomes of magic from
or throats make a decent living in the city, their talents traded as briskly — and often just as openly — as those of any other professional. For all its shadows and dark dealings, Baldur’s Gate is not
Bugbear
Legacy
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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->Out of the Abyss
-foot-high sculpted spider at its head. The carving is so lifelike that anyone initially entering the chamber and seeing it in dim light must succeed on a DC 12 Wisdom (Perception) check to recognize
, resting 3–4 Asha and 1d4 drow are engaged in worship 5–6 The shrine is empty The back half of the chamber, behind the altar, is piled with a semicircle of pillows and cushions. Resting among these
Backgrounds
Sword Coast Adventurer's Guide
Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a
because you have made too many enemies among the desert communities of your home.
Sossal. Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem
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->Tales from the Yawning Portal->a7
DC 20 Wisdom (Perception) check to find the secret door at the end of the passage—no form of magic will detect it, save for a gem of seeing. If the characters open the door and enter the room, read
the room. South of it is an altar in front of a tiered dais, on which sits a wooden chair.
If the characters move farther into the room so they can see the features in the south end, continue: The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
a certain area before returning home. Annis hags live in mountains or hills. The terrain is easy for them to navigate because they are the most physically capable hags. Even with her hunched posture
, an annis hag is as tall as an ogre. Her skin is bruise-blue or black and her claws are like rusty blades. Annis hags love tormenting the weak and fearful, and seeing others feel fear. Statistics for
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Autognome Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its
live for centuries, typically up to 500 years. Autognome History d6 Story 1 Your creator gave you autonomy and urged you to follow your dreams. 2 Your creator died, leaving you to fend for yourself
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency
: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying. Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
their late teens and live less than a century. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium
. The common folk aren’t accustomed to seeing members of these races, and they often react with curiosity, wariness, or wonder.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
stiff-necked about matters of theology and laws, seeing things in terms of black and white. Tyr’s credo of lawfulness and honesty is a demanding one, and his priests remind the faithful not to hold in
contempt others who can’t live by it — it wouldn’t be an honorable calling if everyone could muster the strength of will to follow it. Many orders of knighthood are devoted to Tyr, including the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
religion they need. Because they were forced to worship their draconic masters in times past, dragonborn are generally skeptical about religion, seeing it as a form of servitude. The skeptics believe
dragonborn, and Kelemvor speaks to some of the inevitability of death and the need to live well in one’s allotted time. Religious belief is an intensely personal thing the dragonborn who espouse it, some of whom are as devoted to their faith as they are to their family and clan.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all. Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
above can fool adventurers into thinking they have escaped Undermountain and found their way back to the surface. Birds, insects, and tree-dwelling mammals live here alongside Wyllowwood’s fiercer
appearances, the walls and ceilings are still very much in place, and a true seeing spell or similar magic reveals them. A magic calendar stone in area 6k allows one to change the time of day, the weather
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, has just three options: agonizing death on an altar, virtual enslavement, or fleeing for their lives. Some of those who choose to run succeed in escaping into the Underdark, despite the odds against
sunlight either live as recluses or find a community where their heritage and upbringing give them an advantage, such as an assassins’ guild or a company of adventurers. Even in such cases, these
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, and the Dragon Army’s invasion has newly angered the ancient creature. Unless a character openly displays a symbol of a god of nature—like Chislev, Habbakuk, or Zeboim—or is otherwise clearly a
the east, this large hall narrows to a raised area with an altar. The north side of the building is a tangle of fallen stone and beams. The south side holds two doors.
The ceiling here is 20 feet
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
ridiculous things to gain entrance. After a few minutes, when the characters get fed up with the nonsense, the redcaps tell them to quit standing around like idiots and come inside. Seeing the Kenku When
the characters enter, they see the following scene within the fortress: The area enclosed by the rampart is littered with trash and mechanical parts, some put together in a way that resembles a vehicle
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
watch, one of them collapses — and is suddenly and horrifyingly petrified into another chunk of black stone.
At the far end of the chapel, a handsome priest stands behind an altar block that glows an
of a grinning skull). A greater restoration or wish spell can end the petrified condition for one victim, restoring them and their gear. Altar This block of strange material glows with an inner light
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
potion of gaseous form, two potions of healing (superior), a +1 greatsword, and the mirror of reflected pasts (see appendix A). S14: Primordial Altar Within a cave of dark stone stands a gleaming altar
of black obsidian polished to a mirror shine. Where the light strikes it, bands of color glimmer within the altar: blue, green, white, and red.
This chamber holds a primordial altar to Takhisis, a
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
, the wilds are unpredictable and not united under any one system of government. The lands of the wilds are just as untamed and diverse as the creatures that live there. Magic runs rampant, manifesting
, including humans. In addition to those described in this collection, many creatures from the Monster Manual and other sources live in the wilds of Eldraine: Humans. Whether driven by desperation or a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a threat. Many people truly hope that the Last War will live up to its name forever. But others prepare for more war even as they pursue peace. First and foremost, every nation wants to unravel the
characters can stumble into a web of intrigue without seeing the sticky strands. Perhaps a patron hires the adventurers to transport what seems to be an ordinary backpack full of goods, and they don’t
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Made of beautifully polished teakwood, it takes the shape of a gauntleted hand clenched into a fist. A large lever stands next to the altar, suggesting that it has some sort of mechanical function
by weapons and claws, separate this area from the heart of the cathedral. H3. Central Altar Read the following as the characters enter this area: An altar rests on a raised dais in this broad hall
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
treasure chests in area 13, and how his weapons have been taken to the chapel (area 14) and worked into the altar there. Tarnhem uses the balor stat block with the following changes: While held, Tarnhem
the mouth of the great green devil face in this area when the Tomb of Horrors is complete. Manipulating Time Having a mechanical guide spend 1 charge in this area reverts Tarnhem to an earlier period before so much of his life force was drained, awakening him if he is unconscious.






