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Returning 26 results for 'prompt aereni and his common'.
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profit aerenal and his common
profit aren and his common
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Monsters
Storm King's Thunder
about the deeds and whereabouts of surface-world creatures in the North and along the Sword Coast than any other being alive today. Old Snarl obeys strange whims that prompt him to perform acts of
legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Small earthquakes are common within 6 miles of the dragon’s lair.
Water
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
don’t ask about mascots now, you can prompt them to choose a mascot later in the academic year, when the game approaches. Mascots don’t confer benefits in the game, although Mage Tower participants are
often sentimental about their mascots. Mascots are common sights on campus—and sometimes they gather and cause mischief
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
don’t ask about mascots now, you can prompt them to choose a mascot later in the academic year, when the game approaches. Mascots don’t confer benefits in the game, although Mage Tower participants are
often sentimental about their mascots. Mascots are common sights on campus—and sometimes they gather and cause mischief
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. The Mror dwarves speak Dwarvish and the Aereni elves speak Elvish, but they know Common as the language of trade.
In Eberron, there are a number of other languages that serve this role in different
closely tied to the distant land of Xen’drik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
Common is the language of the Five Nations
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. The Mror dwarves speak Dwarvish and the Aereni elves speak Elvish, but they know Common as the language of trade.
In Eberron, there are a number of other languages that serve this role in different
closely tied to the distant land of Xen’drik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
Common is the language of the Five Nations
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Northedge. Its population is largely composed of elves, and it is a bastion of Aereni culture and traditions. The heart of Shae Lias is the Gates of Passage, a grand structure that is both the Aereni
quality (and priced accordingly). The Veil of Flesh specializes in Aereni body art, in the form of both traditional tattoos and temporary illusions woven directly into the skin. The business known as
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Northedge. Its population is largely composed of elves, and it is a bastion of Aereni culture and traditions. The heart of Shae Lias is the Gates of Passage, a grand structure that is both the Aereni
quality (and priced accordingly). The Veil of Flesh specializes in Aereni body art, in the form of both traditional tattoos and temporary illusions woven directly into the skin. The business known as
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Chapter 3: Races of Eberron The Bazaar in Sharn is flooded with merchants and customers. An Aereni elf scowls behind a golden deathmask as she argues with a dwarf merchant. As a Talenta halfling
mounts. This chapter provides an overview of the common races and their role in the world. It also presents four new races that were originally developed for the Eberron campaign setting. Changelings
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Chapter 3: Races of Eberron The Bazaar in Sharn is flooded with merchants and customers. An Aereni elf scowls behind a golden deathmask as she argues with a dwarf merchant. As a Talenta halfling
mounts. This chapter provides an overview of the common races and their role in the world. It also presents four new races that were originally developed for the Eberron campaign setting. Changelings
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Khoravar speak both Common and Elvish, and among themselves they often blend these two together. This pidgin makes perfect sense to anyone who speaks both languages, but someone who speaks only one of them
You’re part of a tiny Khoravar community in Karrnath that’s fascinated with death and the practices of your Aereni ancestors, transforming your unity meals into grim celebrations of death. 8 You’re part
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Khoravar speak both Common and Elvish, and among themselves they often blend these two together. This pidgin makes perfect sense to anyone who speaks both languages, but someone who speaks only one of them
You’re part of a tiny Khoravar community in Karrnath that’s fascinated with death and the practices of your Aereni ancestors, transforming your unity meals into grim celebrations of death. 8 You’re part
Kobold
Legacy
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Species
Volo's Guide to Monsters
lack of emotional bonding means they have no concept of marriage or permanent family relationships. Their eggs are placed in a common tribal hatchery with no effort to keep track of who each one
against the wall can become a miniature storm of fangs and claws as it desperately tries to defend its life. Likewise, kinship to their own tribe can prompt kobolds to battle another kobold tribe for
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are sustained by positive energy, whether found in manifest zones tied to Irian—such as in Shae Mordai, the Aereni City of the Dead—or freely given by the devotion of mortal beings. The worship of the
Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft., passive perception 19
Languages Common, Elvish
Challenge 10 (5,900 XP)
Aura of Radiance. The councilor
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are sustained by positive energy, whether found in manifest zones tied to Irian—such as in Shae Mordai, the Aereni City of the Dead—or freely given by the devotion of mortal beings. The worship of the
Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft., passive perception 19
Languages Common, Elvish
Challenge 10 (5,900 XP)
Aura of Radiance. The councilor
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
to disagreements. Though the use or threat of a veto might prompt furious debates and intense rivalries, eventually the Speakers for the Ancestors find solutions. Bound to the Citadel Once a Speaker
and quicker to love, she has rivals and adversaries aplenty, but friends and suitors in even greater number. She loves a good drink, loves dancing even more, and spends her free time with the common
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
to disagreements. Though the use or threat of a veto might prompt furious debates and intense rivalries, eventually the Speakers for the Ancestors find solutions. Bound to the Citadel Once a Speaker
and quicker to love, she has rivals and adversaries aplenty, but friends and suitors in even greater number. She loves a good drink, loves dancing even more, and spends her free time with the common
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
from the Standard Languages table, or choose one that is common in your campaign. With your DM’s permission, you can instead choose a language from the Exotic Languages table or a secret language
Speakers Script
Common Humans Common
Dwarvish Dwarves Dwarvish
Elvish Elves Elvish
Giant Ogres, giants Dwarvish
Gnomish Gnomes Dwarvish
Goblin Goblinoids
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
it desperately tries to defend its life. Likewise, kinship to their own tribe can prompt kobolds to battle another kobold tribe for resources or territory. Such conflicts aren’t common, because two
placed in a common tribal hatchery with no effort to keep track of who each one’s mother is. This practice and the communal raising of the hatchlings mean that the tribe operates like a group of cousins
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
it desperately tries to defend its life. Likewise, kinship to their own tribe can prompt kobolds to battle another kobold tribe for resources or territory. Such conflicts aren’t common, because two
placed in a common tribal hatchery with no effort to keep track of who each one’s mother is. This practice and the communal raising of the hatchlings mean that the tribe operates like a group of cousins
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
from the Standard Languages table, or choose one that is common in your campaign. With your DM’s permission, you can instead choose a language from the Exotic Languages table or a secret language
Speakers Script
Common Humans Common
Dwarvish Dwarves Dwarvish
Elvish Elves Elvish
Giant Ogres, giants Dwarvish
Gnomish Gnomes Dwarvish
Goblin Goblinoids
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is, of course, the fastest way to get around in Sharn, cutting travel time down to one-sixth of the walking pace (5 minutes per ward). It’s also more expensive, at 2 sp per ward. The most common form
Everbright This district is a source of magical goods and services. Exotic components, magewrights for hire, common or uncommon magic items—all of these and more can be found here. Middle Menthis
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is, of course, the fastest way to get around in Sharn, cutting travel time down to one-sixth of the walking pace (5 minutes per ward). It’s also more expensive, at 2 sp per ward. The most common form
Everbright This district is a source of magical goods and services. Exotic components, magewrights for hire, common or uncommon magic items—all of these and more can be found here. Middle Menthis
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
fiendish face grins devilishly in the opening leading to the nave.
The statue guards the temple’s nave (area T3) and uses the game statistics of a Stone Golem, except it speaks and understands Common
don’t prompt the statue to attack. Combat in this area alerts Peluze, the Incubus in area T3, who joins the fight on Initiative count 0 (losing Initiative ties) on the third round. T3: Nave The temple’s
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
fiendish face grins devilishly in the opening leading to the nave.
The statue guards the temple’s nave (area T3) and uses the game statistics of a Stone Golem, except it speaks and understands Common
don’t prompt the statue to attack. Combat in this area alerts Peluze, the Incubus in area T3, who joins the fight on Initiative count 0 (losing Initiative ties) on the third round. T3: Nave The temple’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
other being alive today. Old Snarl obeys strange whims that prompt him to perform acts of kindness for creatures he doesn’t think can harm him. Such a whim leads him to give the adventurers a gift to
, she breathes poison gas at them, takes to the air, and returns to her hidden lair. If the characters restrain themselves, she tells them (in Common) to travel north to the Valley of Khedrun and search
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
other being alive today. Old Snarl obeys strange whims that prompt him to perform acts of kindness for creatures he doesn’t think can harm him. Such a whim leads him to give the adventurers a gift to
, she breathes poison gas at them, takes to the air, and returns to her hidden lair. If the characters restrain themselves, she tells them (in Common) to travel north to the Valley of Khedrun and search