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Returning 35 results for 'properly also and his cresting'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
. To hasten their pace and teach them to mind her will, the queen shrank their stature and sped up their internal clocks. The queen’s curse gave the quicklings their amazing speed but also
squeal. Only when a quickling deliberately slows down, which it prefers not to do, can other beings properly see, hear, and comprehend it. Never truly at rest, a “stationary” quickling
Way of the Four Elements
Legacy
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Classes
Player’s Handbook (2014)
representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
Equipment
The hearty silk unique to the region has long been a point of pride with the locals. When processed and woven properly, the resulting cloth is pride silk: an extremely flexible material with the
durability of tanned leather. Pride silk has become a favorite cloth for use on military ship sails, war banners, and other utilitarian applications, but has also gained popularity in affluent circles
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Thassa God of the Sea Thassa is the god of the sea, aquatic creatures, and the unknown depths. She also holds sway over less tangible concepts such as ancient knowledge, long voyages, and gradual
cresting wave. She often speaks in the future tense, referring to what tomorrow will bring. She seldom laughs, and when she does, it is usually out of smugness rather than genuine mirth. Thassa usually
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Thassa God of the Sea Thassa is the god of the sea, aquatic creatures, and the unknown depths. She also holds sway over less tangible concepts such as ancient knowledge, long voyages, and gradual
cresting wave. She often speaks in the future tense, referring to what tomorrow will bring. She seldom laughs, and when she does, it is usually out of smugness rather than genuine mirth. Thassa usually
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sigil’s infrastructure, repairing crumbling buildings, ensuring portals function properly, cutting back rampant razorvine, and patching city streets. To most citizens of Sigil, dabus are nothing more
than cryptic workers, yet these mysterious beings also punish those who disrupt city life. Whatever opposes the Lady’s edicts or the smooth functioning of Sigil, dabus work to correct. For more details on dabus, see Morte’s Planar Parade.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sigil’s infrastructure, repairing crumbling buildings, ensuring portals function properly, cutting back rampant razorvine, and patching city streets. To most citizens of Sigil, dabus are nothing more
than cryptic workers, yet these mysterious beings also punish those who disrupt city life. Whatever opposes the Lady’s edicts or the smooth functioning of Sigil, dabus work to correct. For more details on dabus, see Morte’s Planar Parade.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Water Elemental A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible at it courses through a larger body of water. It engulfs creatures that stand against it
failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Water Elemental A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible at it courses through a larger body of water. It engulfs creatures that stand against it
failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
deck also has twenty-two named cards known as the major arcana. The Dungeon Master’s Guide also introduced the idea that there was more than one version of the deck; there was also a more common and
deck’s most enigmatic questions: who made the deck, and why? Jenkins, through Jared, suggested the deck—or, more properly, decks, since the cards were rare but not unique—were created by gods of luck
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
deck also has twenty-two named cards known as the major arcana. The Dungeon Master’s Guide also introduced the idea that there was more than one version of the deck; there was also a more common and
deck’s most enigmatic questions: who made the deck, and why? Jenkins, through Jared, suggested the deck—or, more properly, decks, since the cards were rare but not unique—were created by gods of luck
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
interested not only in punitive justice, but also in the establishment of fair and equitable relationships among people and gods, in service to the common good. He also takes an interest in the bonds of
from anyone, god or mortal. He just wants everyone to defer to his will and carry out his orders. He believes that his decisions are always just and right, and that if his sovereignty were properly
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
interested not only in punitive justice, but also in the establishment of fair and equitable relationships among people and gods, in service to the common good. He also takes an interest in the bonds of
from anyone, god or mortal. He just wants everyone to defer to his will and carry out his orders. He believes that his decisions are always just and right, and that if his sovereignty were properly
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
supports Refrum’s testimony with tears and pleading.) Refrum is angry about how Jarme was never properly put on trial. When he tried to meet with Jarme in his cell at Hopene’er Asylum, he was denied
for half a year, striking intermittently and leaving mutilated victims in public locations to be discovered at dawn. He also describes how singularly inept the militia were in their efforts to track
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
supports Refrum’s testimony with tears and pleading.) Refrum is angry about how Jarme was never properly put on trial. When he tried to meet with Jarme in his cell at Hopene’er Asylum, he was denied
for half a year, striking intermittently and leaving mutilated victims in public locations to be discovered at dawn. He also describes how singularly inept the militia were in their efforts to track
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
.) Properly engaging the constructs gives the characters a chance to learn about the orrery’s creator and where she can be found. As part of the conversation, the clockwork creatures start off by asking the
and properly engaged, the clockwork creatures share the following information: The creatures state that they will harm only those who have come to the vault with the intent of misusing the orrery
Compendium
- Sources->Dungeons & Dragons->Monster Manual
to aid those who ply them with treats. Contrariwise, mages who don’t properly pamper their pseudodragon familiars might be abandoned without warning. Roll on or choose an option from the Pseudodragon
Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. While Poisoned, the target also has the Unconscious
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
.) Properly engaging the constructs gives the characters a chance to learn about the orrery’s creator and where she can be found. As part of the conversation, the clockwork creatures start off by asking the
and properly engaged, the clockwork creatures share the following information: The creatures state that they will harm only those who have come to the vault with the intent of misusing the orrery
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
convey the same warning in unison.
Bruce Brenneise A bruised-purple sky and a
swarm of hornets herald
the coming apocalypse
Warnings could also be natural (or supernatural) indicators
of what is coming, just as a red sunrise is often an indicator of coming storms. Subtler warnings might need special understanding to be interpreted properly; they are often meant to encourage people
Compendium
- Sources->Dungeons & Dragons->Monster Manual
to aid those who ply them with treats. Contrariwise, mages who don’t properly pamper their pseudodragon familiars might be abandoned without warning. Roll on or choose an option from the Pseudodragon
Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. While Poisoned, the target also has the Unconscious
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
Strength check. The lid can be wedged shut with a piton or a similar object. A character must succeed on a DC 15 Strength check to place the shim properly. On a failed check, the shim fails if someone
treads on the lid.
Each pit is spiked at the bottom, so someone who falls in takes falling damage plus 11 (2d10) piercing damage from the spikes. The spikes are also poisoned, so someone injured by
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
curse gave quicklings their amazing speed but also accelerated their passage through life — no quickling lives longer than fifteen years. They race themselves to death, and scheme as fast as they run
, which it prefers not to do, can other beings properly see, hear, and comprehend it. Never truly at rest, a “stationary” quickling constantly paces and shifts in place, as though it can’t wait to be off
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
convey the same warning in unison.
Bruce Brenneise A bruised-purple sky and a
swarm of hornets herald
the coming apocalypse
Warnings could also be natural (or supernatural) indicators
of what is coming, just as a red sunrise is often an indicator of coming storms. Subtler warnings might need special understanding to be interpreted properly; they are often meant to encourage people
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
and teach them to mind her will, the queen sped up their internal clocks and shrank them. Her curse gave quicklings amazing speed but also accelerated their passage through life—no quickling lives
prefer not to do, can other beings properly see, hear, and comprehend them. Never truly at rest, “stationary” quicklings constantly pace and shift in place, as though they can’t wait to be off again
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
and teach them to mind her will, the queen sped up their internal clocks and shrank them. Her curse gave quicklings amazing speed but also accelerated their passage through life—no quickling lives
prefer not to do, can other beings properly see, hear, and comprehend them. Never truly at rest, “stationary” quicklings constantly pace and shift in place, as though they can’t wait to be off again
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
curse gave the quicklings their amazing speed but also accelerated their passage through life. No quickling lives longer than 15 years. The mortal realm is a ponderous place to a quickling’s eye: a
burst of rapid staccato sounds, its speech a shrill squeal. Only when a quickling deliberately slows down, which it prefers not to do, can other beings properly see, hear, and comprehend it. Never truly
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
Strength check. The lid can be wedged shut with a piton or a similar object. A character must succeed on a DC 15 Strength check to place the shim properly. On a failed check, the shim fails if someone
treads on the lid.
Each pit is spiked at the bottom, so someone who falls in takes falling damage plus 11 (2d10) piercing damage from the spikes. The spikes are also poisoned, so someone injured by
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
curse gave quicklings their amazing speed but also accelerated their passage through life — no quickling lives longer than fifteen years. They race themselves to death, and scheme as fast as they run
, which it prefers not to do, can other beings properly see, hear, and comprehend it. Never truly at rest, a “stationary” quickling constantly paces and shifts in place, as though it can’t wait to be off
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
curse gave the quicklings their amazing speed but also accelerated their passage through life. No quickling lives longer than 15 years. The mortal realm is a ponderous place to a quickling’s eye: a
burst of rapid staccato sounds, its speech a shrill squeal. Only when a quickling deliberately slows down, which it prefers not to do, can other beings properly see, hear, and comprehend it. Never truly
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
) is Candlekeep’s foremost expert on the subject of curses. Born and raised in the magocracy of Halruaa, Teles has always been comfortable around magic but also understands its inherent dangers. If the
characters are still seeking any of the information in the “Assessing the Mark” section, Ahvoste can provide it. Teles can also reveal that The Scrivener’s Tale was brought to Candlekeep by Machil
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
, or Tinker’s Tools would be able to use those effectively. The characters must succeed on three ability checks to properly repair the bowl. If a character has a Mending spell, they can only cast it once
Spirit of the Bowl loses a Hit Point if it is not in the repaired bowl.
If a character has a tool listed on their character sheet under Equipment, they also have proficiency with that tool, so they can
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
, or Tinker’s Tools would be able to use those effectively. The characters must succeed on three ability checks to properly repair the bowl. If a character has a Mending spell, they can only cast it once
Spirit of the Bowl loses a Hit Point if it is not in the repaired bowl.
If a character has a tool listed on their character sheet under Equipment, they also have proficiency with that tool, so they can
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
) is Candlekeep’s foremost expert on the subject of curses. Born and raised in the magocracy of Halruaa, Teles has always been comfortable around magic but also understands its inherent dangers. If the
characters are still seeking any of the information in the “Assessing the Mark” section, Ahvoste can provide it. Teles can also reveal that The Scrivener’s Tale was brought to Candlekeep by Machil
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
key (see below). A creature that enters an active gate’s energy field while not holding a properly attuned glyph key is pushed back 10 feet. The first time a creature does so on a turn, the creature
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
key (see below). A creature that enters an active gate’s energy field while not holding a properly attuned glyph key is pushed back 10 feet. The first time a creature does so on a turn, the creature