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Returning 28 results for 'slaying of respite druids violence'.
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sharing of respite druids violence
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Cove. The characters must foray into Cobblehook Cove, the pirates’ lair, to reclaim the gems. There, they discover that an evil dragon named Sablewing has goaded the pirates toward violence. The characters must contend with the dragon and return the gems before an imminent storm destroys Respite.
Key Plot Points The following information is key to this adventure’s story: Respite Ablaze. Pirates who call themselves the Cobblehook Corsairs have raided the village of Respite, and the characters
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes
for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
agent of the house even if you don’t carry the Mark of Finding, working as a bounty hunter or a clever investigator. But there are other paths you could follow. The Gatekeeper druids of the Shadow
-orc barbarian who’s ventured beyond the Marches so you can find worthy enemies; slaying powerful foes is the only way to earn your passage to the paradise that lies within the heart of the hollow
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
favor Eldath are pacifists or people who are troubled by violence they have witnessed or experienced. Eldath’s priests don’t organize into large sects. Indeed, many are itinerant, wandering between
various holy sites and shrines, seeing that the locations are cared for and that they remain places of sweet serenity. The faithful of Eldath are usually close to nature, and allied to druids, who count
Compendium
- Sources->Dungeons & Dragons->Rrakkma
spawn seer, the field protecting the ulitharid drops with violence, and the psionic impact causes the Gith Capacitor to explode, slaying the ulitharid and star spawn hulk (if it still lives), and
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
anything that gets in the way. Consisting of Undead creatures of varying strength—from shadows and carrion birds to powerful champions of violence and despair—the Grim Harrow is an antagonist for
Things, an avatar of death appears, hell-bent on slaying its summoner. In this way, the infamous deck has claimed many mortal souls.
Alex Diaz
These souls don’t pass peacefully into the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
beggars or trappers to avoid attention, or they disguise themselves as traveling rangers, druids, or rogues. Members of the order are responsible for acquiring knowledge through force or thievery
intellectual, physical, and spiritual training from dusk until dawn. Bak Mei’s teaching and training methods rely on extreme violence but are effective nevertheless. Those who persevere accomplish in weeks what others take months to learn.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
created by needle lords—hulking plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod
on the thirst for violence and conquest that propels the fey to war. These plants become needle lords—ogre-shaped masses of thorny vines covered with long, cruel needles that pierce flesh. A needle
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Moon’s Respite. Once the characters reach Bathalang Puno, they must still find Pangil ng Buwan’s lair. Circling the great tree takes over an hour. But while searching for the lair, if a character succeeds
giant roots. Pangil ng Buwan’s treasure consists of 320 gp, 5,800 sp, three opal figurines of dugongs worth 150 gp a piece, an arrow of dragon slaying, a necklace of adaptation, and a staff of the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
. Scions of a once-mighty empire, the elves of Eldraine have found new purpose in their role as guardians of nature. Most elves move through the woods in small bands of hunters, gatherers, and druids
and a propensity for violence. In addition to the ogre stat blocks in the Monster Manual and Monsters of the Multiverse, see the ogre chitterlord in this collection.
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
numerous heroes among their number. To the east stands Gryphon Manor, the notorious House on Gryphon Hill. The mansion has a history of violence, tragedy, and hauntings and is the home of the domain’s
druids forged magical passages between the nearby Sigil Lakes and similar sites in realms beyond. Glenwich Years ago, the sand cliff that bore half the village of Glenwich—including its ancient church
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
neutral. Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Druids are traditionally neutral, as are typical
with, without compassion or qualms. Yugoloths are typically neutral evil. Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons and red dragons
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
general curses can lifted by a remove curse spell, more specific or dramatic curses can’t be permanently lifted through spells. Magic can offer temporary respite, though. A remove curse spell cast on
place where it once rested Slaying the head of a dynasty that has long held power in the region Accomplishing a seemingly impossible task, such as raising a castle above the clouds or making the sun cross the sky in a different direction
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
champions of Nylea understand the cycles of nature—embracing life, death, and rebirth. They might commit violence when necessary but never revel in it, advocating for the proper treatment of animals
way through acts such as these: Healing a sick or injured wild animal Stopping those who hunt for sport or profit Proving your worth in a contest of archery Slaying an aberration, a fiend, or an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
neutral. Neutral. (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Druids are traditionally neutral, as are typical
away with, without compassion or qualms. Yugoloths are typically neutral evil. Chaotic Evil. (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons and red
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
violence, hoping that the characters slaughter his brethren. Once they are dead, Kurr bows his head solemnly, begs Yeenoghu’s forgiveness (first in his own language and then in Abyssal), and then throws
appears. The manes scour the Labyrinth for easy prey and move like a tide of putrid flesh. Minotaurs These minotaurs roams the Labyrinth, slaying creatures in the name of Baphomet. Monodrone This modron has
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
must perform a cruel act, such as slaying the defenseless elders as King Gunvald commands. The characters can also pass the test by walking away from the camp and leaving the starving nomads at the
them to open the door, all hope of breaching the vault is not lost. You can have fate smile upon them with the arrival of three frost druids (see appendix C) who have visited the island previously
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
her meal. As long as the characters keep their distance, the White Wyrm ignores them. Awakened Beast The frost druids of Icewind Dale use awaken spells to imbue native beasts with an Intelligence
score of 10 and the ability to speak Common or Druidic. The druids use these awakened beasts as spies and messengers. Roll a d8 and consult the Awakened Beast Encounter table to determine what kind of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
lunatic. The ground nearby is crawling with tiny twig monsters. The Barovian wilderness is home to druids who worship Strahd because of his ability to control the weather and the beasts of Barovia. The
druids are savage and violent, and each controls a host of twig blights, which fights until destroyed. If all the twig blights are destroyed or the druid loses more than half of its hit points, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
violence manifests in the form of a great brawl or wild celebration that causes serious damage to their surroundings. When a structure has served its purpose and is no longer useful (or even
into this area for a respite from boredom. Those who don’t return, it can be assumed, found what they were after. Rumors persist of an enormous dungeon that lies beyond the caves, a hidden fortress
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
leader’s, as described below. Nature Lovers Herbalists, naturalists, and druids came to Arborean Springs not long after the fall of the githyanki exiles’ realm, drawn by the special plants that grow
legends, if anyone enters the Forbidden Vale to confront the dragon, such a trespass will be punished with even more violence. Javek and Vara Horn. Two married human shepherds, Javek Horn and Vara Horn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
mortal affairs. On very rare occasions they manifest avatars similar to lesser deities, but slaying a greater god’s avatar has no effect on the god itself.
Lesser deities are embodied somewhere in the
other campaigns, impersonal forces of nature or magic replace the gods by granting power to mortals attuned to them. Just as druids and rangers can gain their spell ability from the force of nature
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
champions of Dhakaan fought fiercely. But in the end, it was the orc Gatekeeper druids who closed the portals to Xoriat and drove the daelkyr into Khyber. The Gatekeepers crafted seals to hold both
shifters are descended from lycanthropes, but shifter druids often assert the opposite—that the abilities of the shifters are a gift from Eberron or Lamannia, but the gift was corrupted by the daelkyr to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
that even rival crews or businesses engaged in the tensest of negotiations never violate the house’s rule against violence. This establishment’s commitment to discretion also makes the bathhouse the
dangerously pollute the river, leading a coalition of druids and patriars to construct the Sewer Keep. A series of three towers built into the walls at the western end of the Seatower neighborhood, the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
never violate the house’s rule against violence. This establishment’s commitment to discretion also makes the bathhouse the prime venue for paid companionship in the Lower City. Many of the most
and let the river carry its problems elsewhere. As the city grew, however, this began to dangerously pollute the river, leading a coalition of druids and patriars to construct the Sewer Keep. A
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
contains every possible natural environment. It is home to great beasts, lycanthropes, and other beings that reflect the power of nature. The splendor of nature in this place is intoxicating to druids
violence are always successful. 3 Storms of whirling blades cut the sky during times of combat, randomly attacking the participants. The effect is the same as that of the cloud of daggers spell, but the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
people here are beholden to the mysterious Dusk Circle, a group of druids who reside in hermitages in the surrounding mountains and forest. Folk in Kheldell log, hunt, plant, and harvest when and where
civilization in the Delimbiyr Vale east of Secomber. If the town is worried, it doesn’t show it. Loudwater provides a welcome respite for weary caravan and riverboat drivers, not to mention adventurers. It lies
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
were marked by a strange symbol, like a bowl. The Amnian merchant paid Thorsk well and talked about a big gathering of druids he was heading to, hoping to sell kegs of beer and various trinkets
and legs, she looks like an adventurer. She has idle dreams of traveling the North and slaying dragons, but she is far more interested in building a mercantile empire and outgrowing Red Larch someday