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Returning 35 results for 'non commune region pdf'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
flames, such as lanterns, have a 50 percent chance of being extinguished.
Regional Effects
The region containing a legendary Steel dragon’s lair is warped by the dragon’s magic, which
is identical to the control weather spell.
Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of
Monsters
Sleeping Dragon’s Wake
Bahamut, which the dragon can use to commune with the deity.
In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her
deafened until the end of its next turn.
Regional Effects
The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.
Once per day, the dragon can alter the
Monsters
Planescape: Adventures in the Multiverse
vapors that coalesce at a point it can see within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a DC
on a failed save, or half as much damage on a successful one.
Regional Effects
A region containing a baernaloth’s lair becomes warped by the creature’s unnatural presence, which creates
Adult Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Regional Effects
The region containing a legendary gold dragon’s lair is warped by the
beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
Regional Effects
The region containing a legendary silver dragon’s lair
’t need to be outdoors; otherwise the effect is identical to the control weather spell.
Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or
Ancient Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Regional Effects
The region containing a legendary gold dragon’s lair is warped
beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
Regional Effects
The region containing a legendary silver dragon&rsquo
doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon
Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
-rin's celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:
Water flows pure within 3 miles of a ki
concentrate for the change in weather to persist.
Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet
Backgrounds
Guildmasters’ Guide to Ravnica
messenger, calm emotions, warding bond
3rd
plant growth, speak with plants
4th
aura of life, conjure minor elementals
5th
awaken, commune with nature
guilds, and often these new guild members maintain friendships with former guild mates.
Roll twice on the Selesnya Contacts table (for an ally and a rival) and once on the Non-Selesnya Contacts table
monsters
saving throw, she can choose to succeed instead.
Wishes. Biha Babir knows the Wish spell but can cast it only on behalf of a non-genie creature who communicates a wish in a way Biha Babir can
leaders in Calimshan, Biha Babir maintains the strongest spy network, and she is rumored to have informants in every major city of the region.
For years, Biha Babir has searched tirelessly for the
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
thirty years ago, your parents fled, perhaps carrying you in your infancy (depending on how old you are). Your family drifted from village to village around the region, finding work as laborers where
justice. Maybe Elder Runara can help you determine exactly what your heroic destiny is and set you on the right path to fulfill it, so you can become the hero you know you’re meant to be. View Character Sheet Downloadable PDF
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
thee.” The character can ask it three questions as if using the commune spell. 8 One character in the region triggers a wild magic effect that is determined by rolling on the Wild Magic Surge table in
Weird Magic Magical forces, strange interlopers, and tragic events can alter a smaller region within a Domain of Delight. While the flora, fauna, structures, and inhabitants might remain unaffected
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. At night, the movements of Nyx are striking, but images of the gods seem to keep their distance from this land where few pay them honor. Yet most non-leonin will never see this beauty. The leonin
changing color as the sun moves across the sky. Many leonin matriarchs and other wise souls retire to Tethmos to share their wisdom with all the prides. In recent years, a few non-leonin traders have
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
a champion of justice. Someone at the cloister may hold the key to the impending doom your deity wishes you to avert. View Character Sheet Downloadable PDF Elf Fighter Shawn Wood Your parents lived
carrying you in your infancy (depending on how old you are). Your family drifted from village to village around the region, finding work as laborers where they could. You’ve spent the last few years in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Licensed Region When a franchise first starts out, it is licensed to operate in a small region focused on a settlement or similar mercantile point. You might think this means Head Office doesn’t
outmaneuver you. It seldom happens. Keep growing your business, and the Acq Inc license will expand to help you find more customers and increase your brand presence. Within your licensed region, you have the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Aberrations, fiends, and undead in the region have disadvantage on attack rolls and ability checks for the next 24 hours. 19–24 Each creature carrying the holy symbol of a deity from a non-evil plane while
the region hears whispers from celestial beings or refrains of celestial choirs. The character can ask those voices one question as if using the commune spell. 49–54 Aberrations, fiends, and undead in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
calls of wildlife echo through a region where varied types of wildernesses meet. Forests, savannas, rocky deserts, mangrove swamps, tundras, and more form a wild patchwork. A faint ribbon of smoke leads
to a collection of temporary structures that form a modest trading camp amid a sparse woodland. As you draw closer, the eyes of your mimir glow green.
The region ahead is Faunel. The gate-town is a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
throughout the region. From the surface, Citadel Adbar looks less like a castle or a human city than a mountain carved to suit the purposes of the dwarves who live there. The two great towers that stand
centuries, Adbar has stood as the living monument of the Northkingdom. Already the main fortress of Delzoun when that empire fell, it only grew in importance to the dwarves of the region as other settlements
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, the chief orc of the region, but as time went on, the ranger began to suspect differently.
— R.A. Salvatore, Sojourn
Long have rangers walked the wilds of the Sword Coast and the Savage Frontier
graves or tombs. Many of these symbols were derived from elven lore or borrowed from groups like the Harpers. While by no means a secret language, these trail marks are often obtuse to non-rangers
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
even to leave the circle, if they wish, but the circle acts as one for the good of all. Druid circles often include non-druid allies, such as rangers, wood elves, and the fey creatures of the land
the three nights of the full moon, three or more druids gathered around a moonwell can cast commune and scrying once each without expending spell slots and without material components, provided that one
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Demilich Lairs Fury Galluzzi
Demiliches jealously guard their deathtrap-laden sanctums. The most notorious of these is the Tomb of Horrors, lair of the infamous Acererak.
The region
maintain the spell)
1/Day Each: Commune, Raise Dead
Bonus Actions
Divine Aid (2/Day). The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Uthgardt The Uthgardt are a black-haired and blue—eyed people—large, hale, territorial folk who don’t trust outsiders. Few Uthgardt are willing to trade with non-Uthgardt settlements. Many are
. The Uthgardt believe that their ancestors trapped their totem spirits under these mounds so that they and their descendants could commune with the spirits and gain their power. The Uthgardt fear magic
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
, most of them astral elves. The few non-elves are diplomatic envoys to the court, traders, and skilled crafters whose work is esteemed by the emperor. The imperial guard, which provides security within
twelve helms are required to propel the citadel, which has a flying speed of 50 feet (5½ mph). High Quarter This region is where the palace’s courtiers and trusted servants maintain their residences. A
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
has nothing of value on its deck or in the communal bunks below deck. However, two air elementals on the deck defend the vessel against intruders. They attack any non-elf that sets foot upon the ship
long before being sent here, and he believes something of magical value might be hidden in the region. He wants to find it swiftly, return to his people, and continue working toward joining the Mages
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Sword Coast. This band isn’t organized enough to attack all at once and provide a significant challenge to the party. Instead, it shows the increasing anarchy of the region, and the way that Tiamat’s
with dead, or they might use commune to discover the spy. The succubus has gained another victim by that point—a knight of the Order of the Gauntlet who regularly goes to meet her at her slum dwelling
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Sword Coast. This band isn’t organized enough to attack all at once and provide a significant challenge to the party. Instead, it shows the increasing anarchy of the region, and the way that Tiamat’s
might use commune to discover the spy. The succubus has gained another victim by that point—a knight of the Order of the Gauntlet who regularly goes to meet her at her slum dwelling in the Field Ward of Waterdeep. This pattern of murder and suicide continues unless the spy’s true identity is discovered.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
it to commune with members of the circle on other worlds. A treant born from its roots, Yggatha, defends the gate chamber at all hours. The Worldroot Circle is further detailed in Bigby Presents
: Glory of the Giants. Regional Effects The region containing Glorium’s planar gate is influenced by the magic of Ysgard, creating one or more of the following effects in and around the gate-town: Destined
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Sword Coast. This band isn’t organized enough to attack all at once and provide a significant challenge to the party. Instead, it shows the increasing anarchy of the region, and the way that Tiamat’s
with dead, or they might use commune to discover the spy. The succubus has gained another victim by that point—a knight of the Order of the Gauntlet who regularly goes to meet her at her slum dwelling
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
the pungent meres. Ancient and unknowing, Abadoom harbors some of Sigil’s darkest secrets. The Loop Even Undersigil has portals, and the worst of them dump their quarries into the Loop. This region is
beneath the streets of Sigil The following are just a few of the non-ascendant factions headquartered in Nowhere: The Coterie of Cakes (Cakers) is a destitute band of rosy-cheeked bullies who assert the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, steers a flight of birds in the gate-town’s dense, heliotropic canopy. Faunel attracts its share of non-Beast visitors who seek the fruits of nature. Travelers gather in Camp Greenbriar, a tented outpost
Wrath was once a mortal being of cloud and mist who wished to live among the Beasts below. Regional Effects The region containing Faunel’s planar gate is influenced by the magic of the Beastlands
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
to let non-rilmani enter without a rilmani escort. They turn hostile should anyone try to infiltrate the town. The ferrumachs share the name of the town, but they know nothing of R04M. The rilmani
doing so takes 1d4 hours. Plumachs avoid conflict; they use the same stat block as ferrumach rilmani (see Morte’s Planar Parade). Steps along the Spire Characters who spend a day searching the region
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
dehydration and malnutrition. Step 4: Track Progress. Track the party’s progress at the end of the stage. You might mark their position on a map of the region and note the elapsed time on the Travel
journey otherwise works the same as described in the rest of the “Travel” section.
Downloadable PDF Weather During each stage of the characters’ journey, you can determine what the weather is like by
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
patterns, and identical cattle graze in unison. 4 A contingent of modrons is methodically deconstructing and reorganizing the zone, heedless of their effect on the other inhabitants. Dal Quor, the Region
mephits and elementals emerge with regularity. 4 Motes of continual flame are spontaneously generated in this region, typically attached to some vegetation or minerals from the area. These flames
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
githyanki are required to report to one of these districts regularly for weapon practice. Non-githyanki that venture into these areas are attacked on sight unless accompanied by a knight who can vouch
contains an abundance of natural caves and fissures. Each of the red dragons that serve the githyanki has a lair deep within this region, jealously guarding its hoard until it is called for service. No
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity: Water flows pure within 3 miles of a ki-rin’s lair. Any
change in weather to persist. Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and






