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Returning 35 results for 'peril arms and his changing'.
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Monsters
The Book of Many Things
martyrs’ remains until the martyrs are called back to life to oppose a world-changing foe.
2
Gather the lost shards of a dead god’s petrified body, and reunite them on the altar in the
often decorated with the petrified bodies of creatures that raised arms against the medusa or its followers. The lair is typically a rich repository of knowledge, with lore both worldly and esoteric
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
lighting on them might overthrow the balance. These glistening arches were the city’s only boundaries; there was no wall around Qualinost. The elven city opened its arms lovingly to the wilderness
. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so
Triton
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
deserve their protection. Their attitude might grate, but when pirate fleets prowl the waves or a kraken awakens from its slumber, they are among the first to take up arms to protect others.
Tritons
have never been to the surface world. They struggle with the idea that they can’t easily move up and down out of water, and the changing of the seasons mystifies them.
Tritons also find the
races
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
telepathically and by changing color to reflect their moods. Flumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they
often encounter dangerous beings such as aboleths and mind flayers. While flumphs generally avoid combat, they often help adventurers in peril. Such help might be of doubtful use, but flumphs mean well
Compendium
- Sources->Dungeons & Dragons->Monster Manual
telepathically and by changing color to reflect their moods. Flumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they
often encounter dangerous beings such as aboleths and mind flayers. While flumphs generally avoid combat, they often help adventurers in peril. Such help might be of doubtful use, but flumphs mean well
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Perils at Sea Use the following encounters to add peril to the characters’ journey. Lost Dingy Characters who have a passive Wisdom (Perception) score of 14 or higher see the following scene: In the
the dingy is a human youngster in danger. Changing course to save the ship delays the characters’ arrival in Grakenok (see the “Arriving in Grakenok” section). The characters might be traveling close
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Changeling With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a
in changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Changeling With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a
in changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Perils at Sea Use the following encounters to add peril to the characters’ journey. Lost Dingy Characters who have a passive Wisdom (Perception) score of 14 or higher see the following scene: In the
the dingy is a human youngster in danger. Changing course to save the ship delays the characters’ arrival in Grakenok (see the “Arriving in Grakenok” section). The characters might be traveling close
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
center of the chamber, a female drow sits upon a zurkhwood throne. She stands, eyes closed and arms crossed as if in meditation or prayer. Then her white hair writhes, and you see it is formed of pale
characters can make a group Charisma (Persuasion) check to improve the gnomes’ attitude (see “Changing Svirfneblin Attitudes”).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
center of the chamber, a female drow sits upon a zurkhwood throne. She stands, eyes closed and arms crossed as if in meditation or prayer. Then her white hair writhes, and you see it is formed of pale
characters can make a group Charisma (Persuasion) check to improve the gnomes’ attitude (see “Changing Svirfneblin Attitudes”).
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
cloud of debris that appears to be the drifting wreckage of several ships. Krux shouts, “To arms!” Peering through his spyglass, he adds, “Looks like three flying fishes, three lampreys, two squid ships
over the bow of the ship, quickly flies around the mast, and settles a few feet above the main deck, changing colors as it hovers in place. In a soft voice it says, “Lost, are we? Maybe I can be of
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
cloud of debris that appears to be the drifting wreckage of several ships. Krux shouts, “To arms!” Peering through his spyglass, he adds, “Looks like three flying fishes, three lampreys, two squid ships
over the bow of the ship, quickly flies around the mast, and settles a few feet above the main deck, changing colors as it hovers in place. In a soft voice it says, “Lost, are we? Maybe I can be of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
WALKER) Doomwake Giant Belief is a powerful force in Theros, capable of bringing about wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that
and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.
(BRAD RIGNEY) Hundred-Handed One Extra pairs of arms magically orbit the bodies of the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
WALKER) Doomwake Giant Belief is a powerful force in Theros, capable of bringing about wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that
and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.
(BRAD RIGNEY) Hundred-Handed One Extra pairs of arms magically orbit the bodies of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
abhorrent ways. Arms and Armor. Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and
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->Monster Manual (2014)
abhorrent ways. Arms and Armor. Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and
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->Dragonlance: Shadow of the Dragon Queen
council the villagers are taking up arms to retake their home. The characters know this isn’t the case, though. Mayor Raven is focused on ensuring the villagers have food, security, and support in the days
.”
Kalaman’s Concerns Marshal Vendri goes on to explain that Vogler isn’t the only community in the region to face peril. She shares the following details: Small villages and farms to the south and east of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
council the villagers are taking up arms to retake their home. The characters know this isn’t the case, though. Mayor Raven is focused on ensuring the villagers have food, security, and support in the days
.”
Kalaman’s Concerns Marshal Vendri goes on to explain that Vogler isn’t the only community in the region to face peril. She shares the following details: Small villages and farms to the south and east of
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
: Aberrant Mutation Aberrant Horror Stage 1 Boon Your body can twist and reshape itself as you will it, changing body parts into dangerous or useful tools and regenerating after taking damage. These
both of your arms into thick muscle, scything claws, or sharpened bone. When you use the Attack action, you can replace one or more attacks with melee attacks made with your eldritch limb. You are
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
scrolls (arms of Hadar, bane, and dimension door) and a bag containing six pieces of jewelry worth 100 gp each. D8a: Tower Ground Floor A cold wind descends this tower staircase.
The stairs here
Room This room is empty except for a circle of vile symbols on the floor. Standing in the circle is an eight-foot-tall, bipedal creature with two long arms, each one ending in a sharp hook. The creature
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
scrolls (arms of Hadar, bane, and dimension door) and a bag containing six pieces of jewelry worth 100 gp each. D8a: Tower Ground Floor A cold wind descends this tower staircase.
The stairs here
Room This room is empty except for a circle of vile symbols on the floor. Standing in the circle is an eight-foot-tall, bipedal creature with two long arms, each one ending in a sharp hook. The creature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Waterdeep’s acquired wealth and strength of arms to create a northern empire. Ahghairon defied him before all the people, and Raurlor ordered the mage to be chained. But when Ahghairon magically turned aside
only in times of great peril. Many in the city doubted that such massive, sapient constructs were even real, let alone that they guarded the city invisibly. The Spellplague confirmed their existence for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Waterdeep’s acquired wealth and strength of arms to create a northern empire. Ahghairon defied him before all the people, and Raurlor ordered the mage to be chained. But when Ahghairon magically turned aside
only in times of great peril. Many in the city doubted that such massive, sapient constructs were even real, let alone that they guarded the city invisibly. The Spellplague confirmed their existence for
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bead of curing, one bead of summons, and one bead of wind walking. N8. Wind Chorus Wind rushes through this curving natural passage and off into the darkness beyond, howling in a changing pitch as it
(Athletics) checks. A creature that fails such a check falls from the chasm wall. N15. Windhuggers A warm wind swirls through this smooth cave, seemingly changing course at random. Nine cultists wearing
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bead of curing, one bead of summons, and one bead of wind walking. N8. Wind Chorus Wind rushes through this curving natural passage and off into the darkness beyond, howling in a changing pitch as it
(Athletics) checks. A creature that fails such a check falls from the chasm wall. N15. Windhuggers A warm wind swirls through this smooth cave, seemingly changing course at random. Nine cultists wearing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
headquarters features a magical-mechanical locomotive that lays down its own track. Mechanical arms at the front of the locomotive set down crossbars and rails in front of the headquarters at
ridiculous speed, while arms at the back of the headquarters pick up the track as it passes. The train moves at quarter speed over difficult terrain (instead of half speed). It can pass over rivers, but
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
headquarters features a magical-mechanical locomotive that lays down its own track. Mechanical arms at the front of the locomotive set down crossbars and rails in front of the headquarters at
ridiculous speed, while arms at the back of the headquarters pick up the track as it passes. The train moves at quarter speed over difficult terrain (instead of half speed). It can pass over rivers, but
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
alter any Construct’s size without changing any of the creature’s other statistics. Giant Construct Encounters d10† Encounter
1 1 runic colossus* (attitude: 1d6) slowly rousing from a
them at your peril—not just the danger they pose as foes, but the value they can bring as allies.
—Diancastra
Giant Necropolis Encounters Use the Giant Necropolis Encounters table to populate places
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
alter any Construct’s size without changing any of the creature’s other statistics. Giant Construct Encounters d10† Encounter
1 1 runic colossus* (attitude: 1d6) slowly rousing from a
them at your peril—not just the danger they pose as foes, but the value they can bring as allies.
—Diancastra
Giant Necropolis Encounters Use the Giant Necropolis Encounters table to populate places
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the
levels 1 and 2 in any combination. Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the
levels 1 and 2 in any combination. Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
shifting light, endless sky, changing climate, and eroding wind, represents a dream state, an unreality where nothing lasts and therefore nothing has significance. Ordning of Artistry Among stone giants
tale carving, stone giants also employ mundane writing in their stone tableaux. Names, dates, and descriptions appear in their tales, often as part of an image (a character’s arms or armor might
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Keltar and Gorx The walls of this circular chamber are thick with glowing crystals. In the middle of the room is a fat, egg-shaped creature with three arms, three legs, heavy-lidded eyes, and a wide
monolith that is constantly changing its shape, filling the great cavern with a thunderous grinding noise.
If Marlos Urnrayle has been defeated elsewhere, this cavern is guarded by two earth elemental