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Returning 33 results for 'sharing of rarely down verdan'.
classes
Xanathar's Guide to Everything
Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling
, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and
Species
Acquisitions Incorporated
other verdan who have traveled to different parts of the world, they drop everything to spend as long as possible sharing stories and observations from their respective travels. However, their
The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But
Monsters
Baldur’s Gate: Descent into Avernus
can come from different creatures and be combined in different ways, no two fiendish flesh golems look exactly alike. Night hags guard the secret to making such golems, rarely sharing it with anyone
classes
Xanathar's Guide to Everything
Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling
, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and
Monsters
Mythic Odysseys of Theros
work well together, sharing the unified goals of overcoming their foes and getting back to the task at hand.
Returned have escaped the Underworld and dwell among the living once more, but their
second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities
Monsters
The Book of Many Things
;rival Jyn for power and together can oppose her. The fact that the three champions rarely agree on anything is a major check on the group’s power. Instead of the Grim Harrow acting as a unified
force, each of the three champions usually pursues their own interests, seldom cooperating or sharing intelligence or resources.PoisonCold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, plane shift (self only), project image, scrying, telekinesisVery rarely, when a tadpole from the brine pool of an elder brain is implanted into a creature, that creature transforms into an ulitharid
potential rival and manipulates or quashes the ulitharid’s ambitions accordingly.
When an ulitharid finds sharing leadership with an elder brain insufferable, it breaks off from the colony
Monsters
The Book of Many Things
champions rarely agree on anything is a major check on the group’s power. Instead of the Grim Harrow acting as a unified force, each of the three champions usually pursues their own interests, seldom
cooperating or sharing intelligence or resources.PoisonCold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksStep into Nothing (Recharge 4–6);{"diceNotation":"1d6", "rollType
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
spend as long as possible sharing stories and observations from their respective travels. However, their inexperience in the world and their racial amnesia sometimes lends the verdan a kind of
Wide-Eyed and Curious Verdan are hungry to undertake new challenges and absorb new experiences. When they meet other verdan who have traveled to different parts of the world, they drop everything to
Monsters
The Book of Many Things
, Grim Champion of Bloodshed, and Aleron, Grim Champion of Pestilence—rival Jyn for power and together can oppose her. The fact that the three champions rarely agree on anything is a major check on
the group’s power. Instead of the Grim Harrow acting as a unified force, each of the three champions usually pursues their own interests, seldom cooperating or sharing intelligence or resources.PoisonCold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
style of clothing.
Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.
Blend into the Crowd
Halflings
communities are threatened.
Pastoral Pleasantries
Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
higher-ranking castes keep their status by not sharing their knowledge and skills with other families, while those in the lower castes have little hope of escaping their plight.
Outsiders who don&rsquo
the symbols used are rarely the same between different tribes and often make little sense to other creatures. Some possible status symbols are given in the Status Symbols table. A caste or a boss
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. The other two champions—Wynemar Brack, Grim Champion of Bloodshed, and Aleron, Grim Champion of Pestilence—rival Jyn for power and together can oppose her. The fact that the three champions rarely
sharing intelligence or resources. I don’t fear death—haven’t for a while, in fact. It’s a blessed consequence of living such a long and adventurous life. But I fear the Grim Harrow’s leaders.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
endless consumption, always looking for the next thing to possess or devour.
2 I am rarely satisfied with what I have. I envy others’ lives and belongings.
3 I’m constantly calculating my
next move. If I’m not at least one step ahead of foes, I’m a step behind.
4 I loathe my existence, and the only thing that pleases me is sharing my misery.
5 It isn’t that I’m unsympathetic
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
different creatures and be combined in different ways, no two fiendish flesh golems look exactly alike. Night hags guard the secret to making such golems, rarely sharing it with anyone else. Some fiendish
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
character kill whatever they hit with it, that item will likely unbalance your game. On the other hand, an item whose benefit rarely comes into play isn’t much of a reward. Use the Magic Item Power by
the item’s rarity. Attunement Decide whether the item requires a character to be attuned to it to use its properties. Consider the following guidelines. Limit Sharing. If having all the characters in a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
best interest to keep their citadels safe from discovery. Menyar-Ag prefers to plant them in desolate and rarely frequented places such as barren deserts or remote locations in the Underdark. The primary
initiative in preaching the philosophy of Zerthimon and sharing their knowledge of how to fight illithids and githyanki. To this end, zerths sometimes venture to other planes with the intent of founding a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
secrets to healing others around them. In most of these myths, the victim expires at the end of these three days—Pharika’s price for sharing her secrets—but in some, the patient recovers, thereafter
venom. Those desperate for a cure to a rare affliction often pray to the goddess to reveal the monster that embodies the malady tormenting them. Such insight, though, rarely decreases the danger of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
living thing suffer. They are generous, happily sharing what they have even in lean times. Blend into the Crowd Halflings are adept at fitting into a community of humans, dwarves, or elves, making
, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don’t recognize any sort of halfling
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
they can. Robson Michel The githzerai Zaythir uses the Castellan to set the walking castle’s course across the Outlands Zaythir Zaythir is a patient scholar of the planes who rarely shows extremes of
the Outlands, Zaythir offers to help, both by sharing her knowledge of the plane and by letting the group travel via Iedcaru and use it as a base. The Castellan This magical wonder is inert when the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. d8 Personality Trait 1 I’ve been isolated for so long that I rarely speak, preferring gestures and the
contemplation, becoming oblivious to my surroundings. 8 I am working on a grand philosophical theory and love sharing my ideas. d6 Ideal 1 Greater Good. My gifts are meant to be shared with all, not used
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Ulitharid Very rarely, an illithid tadpole transforms an individual into an ulitharid rather than an ordinary mind flayer. Ulitharids are larger than mind flayers and have six tentacles instead of
authority. In others, the elder brain perceives the ulitharid as a potential rival, manipulating or quashing the ulitharid’s ambitions accordingly. When an ulitharid finds sharing leadership with an
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Whispers Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing
this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
death and doesn’t particularly care. The Vile Hunt rarely bothers his followers. He knows where the Vile Hunt lairs, but he doesn’t know why he should share that information. A character who succeeds on a
DC 18 Charisma (Persuasion) check can convince Parvaz to share the location of the Vile Hunt’s camp. Otherwise, the characters need to make sharing this information worth Parvaz’s while. Parvaz would
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Enterprises’ true headquarters is an expensive and well-appointed flagship called The Maverick. The ship sails constantly, rarely putting into port for security reasons. But the organization has a much
subject to enchantment magic that prevents them from sharing the information. Arla does not know the current portal configuration. BEING NOTICED
As the characters rise in level and franchise rank
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Returned Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result
as sentries, though they might also be messengers or laborers. If threatened, groups of these Returned work well together, sharing the unified goals of overcoming their foes and getting back to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
she knows her soul is going to the Nine Hells when she dies. She also sees glimpses of the future, which means she’s rarely shocked by what happens around her. These revelations have kept the cultists
causes immediately after sharing the following information with the characters: Xardorok Sunblight, a duergar warlord, will conquer Icewind Dale unless the characters defeat him. Xardorok has a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the tribe’s survival. Families that belong to the higher-ranking castes keep their status by not sharing their knowledge and skills with other families, while those in the lower castes have little
used are rarely the same between different tribes and often make little sense to other creatures. Some possible status symbols are given in the Status Symbols table. A caste or a boss might display
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
suppliers. The minions of Iuz have only rarely come into direct conflict with Keoland, and its ongoing war with Keoland’s rivals makes the nation an acceptable trade partner in the eyes of the king. The
have fallen on hard times, sharing their wealth with others until they can recover. The sprawling, mazelike interior of the Oweland house has spawned rumors of hidden passages and secret chambers within
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to partner up on business deals, sharing the profits of the mines if the characters invest their time or money in such operations. If the characters end up on the wrong side of Harbin Wester, she sides
raids. The ogre also has yet to establish a den in the area, so she rarely stays in one place for more than a day. If the characters locate her, Stuuzant speaks Common quite well, uses smarter tactics
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
entering water at all unless they can easily walk across the bottom.) Stone giants rarely keep pets. They sometimes cultivate colonies of giant bats at the edges of their territory, both for a food source
and as a warning system against intruders. They also don’t mind sharing their caves or warrens with cave bears, fire beetles, and other beasts that mean them no harm. They keep their other subterranean
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
and can’t be sure it relates to Lena’s investigation. Abra. Abra rarely leaves the Great Library’s premises. With things on high alert, Abra is rather insistent on living within the library for a
) check to convince them to assist in the search. On a successful check, they have no qualms sharing the following information with the characters; they can return and burn the rest down later: Hired
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
.
Ulitharid Very rarely, a tadpole from an elder brain’s brine pool transforms an individual into an ulitharid, a larger and more potent mind flayer that boasts six tentacles. Master Minds. Illithids
accordingly. Birth of a Colony. When an ulitharid finds sharing leadership with an elder brain to be insufferable, it breaks off from the colony, taking a group of mind flayers with it, and moves to another