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Returning 35 results for 'shadow of rogues delicate versions'.
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Monsters
Tasha’s Cauldron of Everything
Amorphous. The reflections can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the reflections can take the Hide action as a bonus
"} hours later.The reflections are two-dimensional, shimmering versions of the creatures that cast them.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksBludgeoning
classes
Forgotten Realms: Heroes of Faerûn
and murder; and Myrkul, a god of death. While some Rogues of this subclass pledge themselves ardently to those three macabre gods, others are thrust on this path by a curse. Either way, a scion’s
such as the Shadow Thieves of Amn or the Xanathar Guild in Waterdeep might call on a Scion of the Three to undertake an especially violent contract.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Rogues There are those whose abilities lie not with sword or the Art, but with quiet motion, dexterous action, and stealth. Such talents often lead to illegal endeavors, which plague most major
as Baldur’s Gate, have an organized group of rogues that controls all such activity. Most thieves’ dens are secret gathering spots, often beneath the city, and move after they’re discovered. The city
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Marcher Characters As a character from the Shadow Marches, you could choose to carry the Mark of Finding regardless of whether you have ties to House Tharashk. As a Marcher, a critical question is
they have their own unique traditions of art and music. Rangers, rogues, and bards all have a place in the clans, and there are gatekeeper druids among them. Some in the clans worship a limited form of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, describe it as follows: A twilit palace emerges dreamlike from the clouds. A great marble tower ringed by delicate spires casts its shadow over the rooftops below. Another tower teeters nearby, torn
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
the Realms, fighters dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics
-capped peaks, alpine forests, bitter winds, and roaming monsters, the coast holds renowned bastions of civilization such as the city of Neverwinter, in the shadow of the fuming volcano known as Mount
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
group of ghosts, those ghosts grant each character 1d4 + 19 temporary hit points, in a manner similar to a 4th-level casting of the False Life spell. Fewer Monsters. Reduce the number of shadow demons
attracted a mate to its nest. Alternatively, you can supplement the behir with its spawn: less powerful versions of the creature that are Large instead of Huge. More Actions for Gremorly. Give
Compendium
- Sources->Dungeons & Dragons->Forgotten Realms: Adventures in Faerûn
dutifully continued the family’s dedication to Bane, while others have sought to free themselves from that god’s malignant shadow. However, none have embraced the Chembryls’ tyrannical legacy more than
a delicate relationship with other fervent followers of the Dead Three, such as the powerful cultists presented in this chapter. A Dead Three Scion, also presented in this chapter, might be the mastermind in such a campaign, manipulating Karas and others to topple civilization into wickedness.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
presence, becoming twisted versions of their former selves (in a dark fey sort of way), but still recognizable as what they once were. She might alter them with magic, making them tireless, resistant
flesh golems 3 1d2 helmed horrors 4 1 rug of smothering 5 1d6 scarecrows 6 2d4 shadow mastiffs* 7 2d4 swarms swarm of insects or swarm of rats 8 1d6 yeth hounds* Brutes d12 Servant(s) * See
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Stage 4: Revenge for the “C” Team You are standing just inside the front door to the Dran & Courtier. The place is deserted, the tables empty. Everything is in shadow, except where a purple light
different versions of the Test Market than those seen by the characters, which they talk about if asked (see “Additional Stages” below for inspiration). If they don’t presently return to the same
Magic Items
Infernal Machine Rebuild
Machine of Lum the Mad. Yet with Lum’s eventual defeat, his great machine was destroyed.
The Infernal Machine is a delicate, intricate, bulky, and heavy device, weighing some 5,500 pounds. It can
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
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
from certain angles, particularly if their long, pointed ears and their delicate facial features aren’t apparent. Elf Subraces As on other D&D worlds, Ravnica’s elves can be categorized as high elves
sometimes called the elves of shadow. They are closely connected to the Golgari Swarm, and because they generally live underground, they share other dark elves’ sensitivity to sunlight. Unlike the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the mountain’s southern shadow is Bryn Shander, the largest, most populous, and most fortified of the Ten-Towns of Icewind Dale. Ten-Towns is a grouping of communities clustered around the three
its own fleet of fishing boats, and the towns carefully divide the lakes to protect the population and the delicate balance between the communities. Independent-minded folk who come to Ten-Towns are
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
representative of the Devkarin, so the elves claim a privileged position within the guild for the moment. Members of the Golgari Swarm live in the shadow of Jarad and the leaders of the individual factions
adventurous members might enjoy intrigue and politics, or might unwittingly become tangled up in the schemes of the guild’s leaders. Jarad maintains a council of shamans and rogues to serve as a
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Kundarak and House Thuranni dates back to the Shadow Schism. Elar d’Thuranni claimed that the Paelion line of House Phiarlan were traitors engaged in a diabolical plot, and the Thuranni and their allies
uncover the truth and avenge his friend. To this end, he has assigned the Ghorad’din—the “Manticore’s Tail,” the secret assassins of House Kundarak—to dog the heels of Thuranni and its Shadow Network
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
to the highest standards of behavior, and wields cold magic. The Brass Order could be a loose affiliation of good-hearted scoundrels, including rogues and bards, who favor fire magic and trickery. An
Your world might have numerous dragon overlords—one for each kind of metallic, chromatic, and gem dragon, and possibly for deep dragons, dragon turtles, faerie dragons, moonstone dragons, and shadow
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sea Ward The Sea Ward stands proud on the high ground above Mount Waterdeep’s sunset shadow. The rich and the powerful (or those who wish you to think such of them, and can afford the rent) reside or
. These delicate flowers were Ahghairon’s favorite, and they are planted about the temple in memory of him. Two other temples in the ward are as impressive, but in different ways. The beauteous House of the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
domain’s borders. Most bands make their living primarily through craftwork (especially delicate silversmithing), horse rearing, and trading wares carried between domains. Meetings between Vistani bands are
unmoored from time and reality, appearing in different ages, in strange versions and configurations of domains, and even on worlds beyond the Domains of Dread. His lyrical accounts of his travels are
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
adopted their appearances — male, female, or something else — but just as often kept their company in the form of a rose blossom or a delicate doe. Corellon’s flamboyant, mercurial personality showed
creatures, they traveled in Corellon’s shadow, sparkling like the reflections from a finely cut gem. When Corellon came to notice these glorious echoes, the god tarried with them in the place that became
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the monstrous evil lurking beneath. Within a medieval town or city are places as deadly as any dungeon: A clock tower that serves as a base for a guild of kenku rogues and assassins A thieves’ guild
boundaries of the world: A pit fiend’s stronghold on Avernus, the first layer of the Nine Hells A haunted castle in the Shadowfell that serves as a shadow dragon’s lair An elf queen’s tomb in the Feywild A
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
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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Bavlorna can open the secret door without having to smile or use magic. B8. Guest Room This is a dusty, uncluttered room. Several shadow boxes hang on the wall to either side of a modest bed with
moldering linens. Most of the shadow boxes contain mummified pixies pinned to boards like a collection of butterflies. The glass on one of the shadow boxes has been broken, and its contents are missing. B9
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->The Wild Beyond the Witchlight
together 03 Silver hand mirror with a nymph-shaped handle 04 Painted wooden key whose teeth change configuration every day at dawn 05 Delicate silver cameo with pictures of twin children opposite one
for strings 66 Iron needle with an eye that refuses to let thread pass through it 67 Tiny sundial that casts a shadow only in moonlight 68 Wooden pan flute that attracts harmless local fauna when
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
her decisions affect the politics of not only her city but the other cities of the region. The Zhentarim This shadow network seeks to expand its influence and power base throughout Faerûn. Its members
coerce, persuade, or buy their way into every major area of influence. Rogues and warlocks fill the Zhentarim’s ranks, but the faction recruits any who can conduct its business without too many moral
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
refers to Endelyn’s weakness, as described in appendix B.) The second goat says, “Play to her passions. Stay on script. A cat, a horn, or a shadow ripped.” (This prophecy refers to Endelyn’s desire to
pixie, dangling on the end of a delicate silver chain (75 gp) An untuned lyre of exquisite quality (250 gp) A quiver of Ehlonna Evil Kite Feenia, an unhappy goblin child (neutral) in overalls, flies a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a large tome spread across his lap. 3 A hag with toad-like features relaxes in a pool of water while miniature versions of her ladle the water and pour it over her head and shoulders. 4 A tall, thin
figure wearing a pointy black hat and a hooded black cloak climbs a rickety staircase leading up to a large, ramshackle house built on stilts. As the figure approaches the house, their shadow seems to
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
suggest Undead giants are interested in a location for mysterious reasons. Giant Necropolis Encounters d10 Encounter
1 1 young red shadow dragon (attitude: 1d4 + 1) seeking treasures steeped in
slay
4 1 frostmourn* (attitude: 1d8 + 1) contemplating the many notches on its greataxe
5 1d4 shadows (attitude: 1d8) playing out the last moments of their lives as a shadow puppet show on
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
transmuter (see appendix B) works here, with a wight leading two sentient gray oozes and two sentient ochre jellies to guard her. Sentient oozes are the same as normal versions of such monsters, except
magic of Szass Tam turns different facets of chaos to absolute evil in these great halls. 103. Temple of Fortune A pattern of shadow swirls around a shrine of binding and plays out across the white
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
east shows the Sage card; the door to the west shows the Ruin card. A spectral, skeletal figure swathed in robes of shadow coalesces in the center of the chamber. It says, in a dry, whispering voice
see far into the room. Rogues leer from the room’s card faces. The door to the east is the Star card, while the door to the south shows the back of a card. The door to the west displays the Puzzle card
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
This building’s entrance lies unattended. Ythryn’s mages would visit here to conjure up one-of-a-kind pets. Small-scale versions of natural habitats were constructed throughout the park: miniature
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