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Returning 23 results for 'shadow of rain down variants'.
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Species
Sword Coast Adventurer's Guide
Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your
, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Species
Sword Coast Adventurer's Guide
Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your tiefling
; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was
-Elf Variants
Some half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage:
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
forth in the wind.
If Trinket, Bauble, and Charm’s rain cloud balloon (see chapter 2) is tethered to the balcony and the characters have not already seen it or destroyed it, add: An enormous flying
balloon made from a bulging rain cloud is tethered to the balcony’s battlements.
If Charm the darkling elder and her two cohorts, the darklings Trinket and Bauble, fled Hither in their rain cloud
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
lady of fortune” (Tymora) — an indication, tieflings say, that one’s outward appearance and bloodline are less important to the gods than the heart and soul within. TIEFLING VARIANTS
Since not all
tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your tiefling character, although
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Atagua Gazetteer Much of Atagua consists of grasslands, wetlands, and narrow stretches of tropical forests bordering the Holroro River. Two extreme seasons each year of intense rain and dusty drought
and other predators shadow travelers on the Grassroads or stalk the thri-kreen folk who wander the Llanos. And among the Green Doctors, a guild of healers and scholars, old tales warn of strange
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
arrives on a dark night, its darker shadow against the starlight the only indication of its presence. The people of Phandalin don’t initially realize the Nematode is anything other than a cloud passing
overhead. Intellect snares (see appendix A) scooped up by the Nematode during its flight rain down in the darkness. The intellect snares begin hunting townspeople in their sleep and scatter before the
compendium
- Sources->Dungeons & Dragons->Shadows of Sithicus
Beginning the Adventure Read or paraphrase the following: Inza sent you into the mists in pursuit of the third shadow raven, and this time you emerged into a rain-soaked landscape. A road leads
Magic Items
Infernal Machine Rebuild
foods, hobbies, music, and so forth become unbearable to you.
35
Your shadow becomes an undead shadow that shares your alignment and is under your control.
Your shadow behaves disapprovingly
times. When you do, you must begin and end your teleportation in an area of shadow.
While in direct sunlight, you have disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
and hatred. Kalakeri is a deceptively beautiful land of verdant rain forests and an idyllic web of rivers and lakes known as the Backwaters. Rare creatures and extraordinary magical plants are found
Sri Raji, the Steaming Lands, the Land at the Heart of the World, and other fanciful names for Kalakeri. Now Kalakeri is a shadow of its past glory, a quagmire of intrigue and despair where fortunes
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, returned from a nearly two-thousand-year-long excursion in the Shadowfell, to hover above the Anauroch desert. The shadow-touched nobles of the city almost immediately began hunting for ancient Netherese
, while the Dalelands became a war zone. As if to offset the drought in the south, in the autumn of 1485 the Great Rain began to fall around the Sea of Fallen Stars and continued unceasingly. While
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
release a rain of arrows from turrets up higher on the lighthouse. The trap can be bypassed by pressing a hidden button on the door, requiring a successful DC 15 Intelligence (Investigation) check to
within 10 feet of the door must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage from the rain of arrows on a failed save, or half as much damage on a successful one. The trap does
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Khorvaire; some are treated with pity, others with suspicion or anger. And fear of the Mourning hangs like a shadow across Khorvaire. Could it happen again? Is this how the world ends? The Mournland A
vast open grave. In that horrific landscape, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Magical effects continue to rain upon the land as storms that
Equipment
feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23–24
The Shadow;Shadows of 1d6 random creatures in the
area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All creatures
Equipment
with 120 feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23–24
The Shadow;Shadows of 1d6 random creatures in
the area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All
Equipment
with 120 feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23–24
The Shadow;Shadows of 1d6 random creatures in
the area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All
Equipment
120 feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23–24
The Shadow;Shadows of 1d6 random creatures in the
area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All creatures
Equipment
120 feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23–24
The Shadow;Shadows of 1d6 random creatures in the
area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All creatures
Equipment
corpses with 120 feet animate as hostile haze husk;Haze Husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
23–24
The Shadow;Shadows of 1d6 random
creatures in the area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
room opens up directly underneath the Barn Door tower. Four ten-foot-long metal cylinders protrude from the twenty-foot-high ceiling, glowing with intense heat and shedding bright embers that rain down
ring. U6. Workshop Eight lanterns hang from the ceiling of this spacious workshop, filling the area with light and shadow. Marble molding and columns embellish the stone walls, while the far wall is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
rain. An illusory hemisphere above the arboretum projects a false sky; now malfunctioning, the vista flickers between a wild storm and a vast field of stars. Nether Oak. A tree called the Nether Oak
fairy whispering in its ear), the Haunted (with a demonic shadow terrorizing it), and the Fool (performing a handstand). Each of the five scripts is cursed. Anyone who spends an hour reading a script
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Common Symbol
Aerdrie Faenya CG Air, rain, fertility, birth Life, Tempest, Trickery Bird silhouetted against a cloud
Angharradh CG Wisdom, growth, protection Knowledge, Life, War
. Sehanine is Corellon’s shadow; Corellon is Sehanine’s reflection. Sehanine is the moon; Corellon is the moon’s crescent. Sehanine is the night sky; Corellon is the sun and all the stars. No god of the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Neverdeath Graveyard cluster near the wall separating the Main Graveyard from the Pauper’s Graveyard to the west. Hallix Mausoleum is a squat, unassuming granite block in the shadow of larger monuments to
are indifferent toward intruders and attack only in self-defense. Once bound to serve the Waterclock Guild, they’re now free but enjoy the perpetual “rain” here. The cult bullies these Elementals, so