Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 15 results for 'promotes act and his clanging'.
Other Suggestions:
promote act and his changing
promises act and his cleansing
promote act and his clanging
promote act and his cleansing
promotes act and his changing
Monsters
Icewind Dale: Rime of the Frostmaiden
iron golem's shape can be worked into any form, though most are fashioned to look like giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth
stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.
A golem can't think or act for itself. Though it understands its commands perfectly, it has no
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Path of Light We live in an age of darkness. We must find the path that leads to the light. Act with compassion and courage. Each noble act is a step on the path. Hone your body and your mind. You
. The Path of Light teaches that this age is dominated by il-Lashtavar, “the great darkness that dreams.” This force poisons the world and promotes darkness. But all things change. If enough light can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Path of Light We live in an age of darkness. We must find the path that leads to the light. Act with compassion and courage. Each noble act is a step on the path. Hone your body and your mind. You
. The Path of Light teaches that this age is dominated by il-Lashtavar, “the great darkness that dreams.” This force poisons the world and promotes darkness. But all things change. If enough light can
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, the party has 30 rounds. After the characters enter the fortress, start a tally of how many rounds they’ve spent inside, encouraging them to act fast before they’re discovered. After set periods of
preparing for battle, echoing with clanging weapons and Sahuagin shouting. If the party is wily, they might use the din to their favor and catch their foes unaware. The general combat readiness of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, the party has 30 rounds. After the characters enter the fortress, start a tally of how many rounds they’ve spent inside, encouraging them to act fast before they’re discovered. After set periods of
preparing for battle, echoing with clanging weapons and Sahuagin shouting. If the party is wily, they might use the din to their favor and catch their foes unaware. The general combat readiness of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
jovial voice, and she promotes physical strength and good health. Vile Sazha knows how to create a suitable canvas for the hags’ cursed paintings. This secret is tattooed on her withered arm in
took over. The scarecrows are disguised as attractive humanoids. They don’t speak in their roles as bathhouse staff, but they nod and smile if spoken to. Two gargoyles act as the guardians for the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
jovial voice, and she promotes physical strength and good health. Vile Sazha knows how to create a suitable canvas for the hags’ cursed paintings. This secret is tattooed on her withered arm in
took over. The scarecrows are disguised as attractive humanoids. They don’t speak in their roles as bathhouse staff, but they nod and smile if spoken to. Two gargoyles act as the guardians for the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
them to act without thinking. Map 2.5 depicts the Great Gymnasium and its training grounds. CoupleOfKooks “Achieve understanding of self. Play music or dance. Paint or fight. Find your own way. And
practice. Keep practicing until your body knows what to do. You’ve had years to learn the wrong way to do things, and it may take you years to learn the right way. The key is to act.”
–Rhys, factol
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
them to act without thinking. Map 2.5 depicts the Great Gymnasium and its training grounds. CoupleOfKooks “Achieve understanding of self. Play music or dance. Paint or fight. Find your own way. And
practice. Keep practicing until your body knows what to do. You’ve had years to learn the wrong way to do things, and it may take you years to learn the right way. The key is to act.”
–Rhys, factol
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
entirely natural, something to be fostered in its own time. They don’t recklessly hasten destruction or oppose creation. Instead, they see that every act of creation is intrinsically tied to
steel, Sarin is a decisive factol who promotes honor, dignity, and peace in word and deed. Faction Attire. Most Hardheads wear the faction’s standard-issue armor, a distinctive suit of red plate with
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
entirely natural, something to be fostered in its own time. They don’t recklessly hasten destruction or oppose creation. Instead, they see that every act of creation is intrinsically tied to
steel, Sarin is a decisive factol who promotes honor, dignity, and peace in word and deed. Faction Attire. Most Hardheads wear the faction’s standard-issue armor, a distinctive suit of red plate with
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Brimskarda. The goblins are familiar with the layout of the fire giant stronghold and can be bullied into acting as guides or providing directions. Goblin captives always act in their own self-interest
combination, the act releases a cloud of incendiary gas that ignites on contact with the air and fills a 20-foot-radius sphere centered on the chest. Any creature in the area must succeed on a DC 15 Dexterity
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Brimskarda. The goblins are familiar with the layout of the fire giant stronghold and can be bullied into acting as guides or providing directions. Goblin captives always act in their own self-interest
combination, the act releases a cloud of incendiary gas that ignites on contact with the air and fills a 20-foot-radius sphere centered on the chest. Any creature in the area must succeed on a DC 15 Dexterity
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If characters come from within the fire temple and act like they belong there, the guards pay them little mind. Characters who arrive escorted by hobgoblins must convince the guards to let them pass
the creature that triggered the trap (+10 to hit; 1d12 + 5 slashing damage on a hit). The clanging of the axe alerts the guards in area E2, who investigate. Secret Door. A secret door is hidden
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If characters come from within the fire temple and act like they belong there, the guards pay them little mind. Characters who arrive escorted by hobgoblins must convince the guards to let them pass
the creature that triggered the trap (+10 to hit; 1d12 + 5 slashing damage on a hit). The clanging of the axe alerts the guards in area E2, who investigate. Secret Door. A secret door is hidden