Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'non connected regions pdf'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        non connect regions pdf
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    "} piercing damage and have the prone condition. A creature makes this saving throw only once per turn.Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of
                                                
                                            
                                                
                                                     blades is that non-warforged on the continent of Khorvaire must be slaughtered.PoisonDash. The scout moves up to its speed without provoking opportunity attack;opportunity attacks.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions
                                                
                                            
                                                
                                                     the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands.
Connected Creatures
Crystal dragons are among the most social and hospitable of dragons
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many
                                                
                                            
                                                
                                                     ripped open holes to the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands.
Connected Creatures
Crystal dragons are among the most social and
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
                                                
                                            
                                                
                                                     crystal dragon has ripped open holes to the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands.
Connected Creatures
Crystal dragons are among the
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
                                                
                                            
                                                
                                                    .
8
A crystal dragon has ripped open holes to the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands.
Connected Creatures
Crystal dragons
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create
                                                
                                            
                                                
                                                    .
8
An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers.
Connected Creatures
Emerald dragons generally go out of
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions
                                                
                                            
                                                
                                                     emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers.
Connected Creatures
Emerald dragons generally go out of their way to
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     creatures telepathically hear each other while connected in this way.Tentacle. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Tentacle"} to hit, reach 30 ft., one
                                                
                                            
                                                
                                                     are so-called among non-illithids because they act as the central communication hub for an entire mind flayer colony, just as a brain does for a living body. Linked to the elder brain, the colony acts
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    , you are connected to every other member in some way or another. Convinced that the rest of the world is out to get you, you find it easy to form close bonds with your guild mates, and harder to make
                                                
                                            
                                                
                                                     meaningful connections with others.
Roll twice on the Golgari Contacts table (for an ally and a rival) and once on the Non-Golgari Contacts table.
Golgari Contacts
d8
Contact
1
One
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     in different troupes, which allows for the possibility of a widespread network of contacts.
Roll twice on the Rakdos Contacts table (for an ally and a rival) and once on the Non-Rakdos Contacts table
                                                
                                            
                                                
                                                    .
5
There’s a lesser demon in the cult who thinks he owes me a favor, and who am I to argue?
6
The master of ceremonies in my troupe is well connected with other troupes.
7
I had
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    , suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
                                                
                                            
                                                
                                                     they have access to the magic required) and survive there. As they extend farther from the Material Plane, the Elemental Planes become increasingly alien and hostile. Here, in the outermost regions, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     kind, and they wreak havoc in that foul immortal’s name. Rarely, non-minotaurs cursed by magic-users or spiteful deities might transform into these monsters. Minotaurs of Baphomet often dwell in mazes
                                                
                                            
                                                
                                                     Minotaur of Baphomet Lurks In...   1 A multilevel mine or sewer. 2 Multiple mazes connected by magic portals. 3 A poisonous swamp with labyrinthine paths. 4 The ruins of a buried palace or temple
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     consists of two chambers connected by a short, 10-foot-high hallway. Vlonwelv meets with her captains in the council room to the west and entertains guests in the parlor to the east. If Vlonwelv is here
                                                
                                            
                                                
                                                     room contains a spider-shaped bed carved out of zurkhwood, a matching wardrobe containing assorted garments, and an ancient stone font filled with fresh water.
 27c. Giant Spider Den This 10-foot-high, web-filled chamber is home to three giant spiders that attack any non-drow who enter.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     Marches are regions that have no unified government, while Droaam has declared itself to be a nation but has yet to be recognized by the others. Getting Around. The Five Nations are connected by an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Frost Giant of Evil Water I learned enough about the Temple of Elemental Evil in my studies with Mordenkainen that I regard giants connected to the cult with a healthy amount of respect. When you
                                                
                                            
                                                
                                                     communities to ever-increasing depths of cruelty and violence, but if the cultists’ apostasy is revealed and they are exiled, they often end up as leaders of Olhydra’s cults in colder regions. Olhydra grants
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     gardens, the imperial palace, the Great Orrery, and the docks. Sixty-foot-tall stone towers built into the walls are topped with ballistae and mangonels.  Imperial CitadelView Player Version Regions The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Elementals. On many worlds, efreet dwell in sweltering deserts and volcanic regions. Those that make their homes on the Elemental Plane of Fire create incredible cities among seas of flame and molten
                                                
                                            
                                                
                                                     throws against spells and other magical effects.
 Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     course, non-Acquisitions Incorporated rival organizations might be present. You are expected to drive them out of business. (Or give them untimely deaths. You do you.) A franchise can build or operate
                                                
                                            
                                                
                                                     federation, covering a territory the size of half the Sword Coast in the Forgotten Realms campaign setting. A large territory might overlap with other Acquisitions Incorporated regions, though you are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     talkative owl, the ranger had monitored the drow for several days, curious as to why a dark elf had wandered into the valley. At first, Montolio had assumed that the drow was somehow connected to Graul
                                                
                                            
                                                
                                                     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->Out of the Abyss
                                                    
                                                
                                            
                                                    ” — hollowed-out stalactites connected by walkways, stairs, and rope bridges. The towers are concealed by the thick webs of giant spiders stretched below them, so that only the lowermost parts of the stalactites
                                                
                                            
                                                
                                                     and the entrance to the priestess’s tower. The swaying bridges are difficult terrain for non-drow.
 Falling. A creature pushed off the stairs, a bridge, or the edge of a platform must attempt a DC 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     a graveyard for the lost: a closed, circular tunnel connected to dozens of one-way, hidden portals scattered throughout Undersigil. At first glance, the Loop appears no different from the tunnels that
                                                
                                            
                                                
                                                     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->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     acts of Bahamut and Tiamat, dragons craft their eggs through painstaking labor, then breathe the gift of life into them. 
   5  Draconic Transformation. Enlightened non-dragons (most often Humanoids
                                                
                                            
                                                
                                                     result of divine intervention. 
   7  Spontaneous Formation. Dragon eggs arise naturally in certain regions, often in underground veins of metal ore or gems for metallic and gem dragons, respectively, or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     lift from the cargo hold above (area S33a) is connected to this room. Aphelion or a character who has a violet key card can call the lift down to this area or return the lift to the level above. S49
                                                
                                            
                                                
                                                     Spaceship Trinkets table to determine the trinket. Lift. The lift from the cargo hold above (area S33b) is connected to this room. Aphelion or a character who has a violet key card can call the lift down to
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     ordinary wolves. They hunt down and kill those who survive their attacks to prevent the spread of lycanthropy among non-tribe members. Gray Wolf packs (as the clans call themselves) can be found
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     chambers are connected by vertical or steeply sloped tunnels that the beholder carves out of the surrounding stone, each passage barely large enough to admit the beholder’s body. Enemies that are too big
                                                
                                            
                                                
                                                     beholder’s control generally have their own living spaces in the lair. Because a beholder’s minions are typically not able to fly, many of these chambers are connected to others by staircases or gently
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     hear each other while connected in this way.
 Actions
 Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller
                                                
                                            
                                                
                                                     creature’s next turn.
 Tentacle (Costs 2 Actions). The elder brain makes one Tentacle attack.
  Hive Mind Elder brains are so-called among non-illithids because they act as the central communication hub
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     from the ramp connecting to the northern section of this roof, a stone bridge leads to a caved-in tunnel. It once connected to what is now the dragon’s den (area H10). Rubble obstructs the tunnel. As a
                                                
                                            
                                                
                                                     traitorous plans. H10: Anthradusk’s Den This area can be accessed from the upper level of the sanctum (area H15). It once connected to the genie’s tower (area H9c). Massive crystal formations fill this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     mechanisms connected to the Spirit Sump’s circular control stations. As an action, a character at a control station can make a DC 14 Intelligence (Investigation) check to repair that station’s pump, doing
                                                
                                            
                                                
                                                     incorporeal Undead churns 20 feet below the catwalks. A non-Undead creature that enters the liquid for the first time on a turn or starts its turn there takes 7 (2d6) necrotic damage and must succeed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     until the creature that opened the portal leaves the area of either connected black gate. As the adventure progresses, the characters learn that disrupting a number of black gates is essential to
                                                
                                            
                                                
                                                     need to contend with these humanoids. Thayans as Foes. Thayan humanoids in the dungeon, especially Red Wizards, prefer to survive encounters with the characters. (All Thayans in the dungeon are non
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    . The bottoms of these unlocked cages hang 3 feet above the floor. Necromancy magic on the cages restores 20 hit points per hour to an undead creature in a cage. A non-undead creature in a cage takes the
                                                
                                            
                                                
                                                     of the glyphs is connected to the evocation magic of the pillars, thereby revealing the function of the glyphs without a check. A character who understands how the glyphs work can take an action to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     enemies among the other Uthgardt tribes. Yet when I attempted to explain how I, and elf from Evereska, was connected to folk in Waterdeep or Silverymoon, Gyrt just laughed. She had not seen these
                                                
                                            
                                                
                                                     attacks.
 The Griffon tribe has long been shunned due to its practice of trading with non-Uthgardt - and even spellcasters - at a settlement known as Griffon’s Nest.
 The Red Pony and Golden Eagle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Supernatural Regions Not all lands thrive as nature intended. Magical forces, strange interlopers, or tragic events can alter an area’s destiny, fundamentally changing the land. While the flora
                                                
                                            
                                                
                                                     affected location. The descriptions of the following supernatural regions summarize the region, present a table of potential effects within the affected area, and note triggers for a random effect. Feel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     the alley out back. While the Mermaid’s criminal aspects are an open secret, the place is well connected enough that the Flaming Fist traditionally leaves it alone. Candulhallow’s Funeral Arrangements
                                                
                                            
                                                
                                                     those wards catering to poor Outer City residents, the hospital has constant security problems, from angry patients to spontaneously arising undead, unethical or experimental treatments by priests of non
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     unconscious in the alley out back. While the Mermaid’s criminal aspects are an open secret, the place is well connected enough that the Flaming Fist traditionally leaves it alone. Candulhallow’s Funeral
                                                
                                            
                                                
                                                     spontaneously arising undead, unethical or experimental treatments by priests of non-good faiths, or excessive withdrawals from the stores of painkilling narcotics. It perhaps says something about Baldur’s Gate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     special tasks. It has orders to attack non-Undead creatures other than Akaazi and Teremini. V12c: Empty Vault. This vault is empty. V12d: Leader’s Gear. Heaped on this vault’s floor are Valendar’s
                                                
                                            
                                                
                                                     above looms the moondisk (area U5). V26: Barrack This sparsely furnished area includes simple beds and empty wash tubs.
 When non-Undead individuals stay at the Three Moons Vault, they reside here
                                                
                                            
                                        






