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Returning 35 results for 'strive of region die verdan'.
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Magic Items
Dungeon Master’s Guide
remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book
disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life
Spells
Player’s Handbook
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god’s divine servants might instantly intervene to prevent it or to
Backgrounds
Mythic Odysseys of Theros
You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire in your blood, and the roar of the crowd drives you forward. Tales of your
among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent
Human
Legacy
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Species
Basic Rules (2014)
shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty
give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the
Monsters
Fizban's Treasury of Dragons
knocked unconscious.
Whenever the dracohydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the dracohydra dies.
At the end of its turn, the dracohydra grows two
chromatic dragon’s elemental power.
These gluttonous creatures’ appearance heralds disaster for any region they settle in, as they feed relentlessly—with each head demanding a feast
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Verdan Traits Verdan characters have a number of traits in common with others of their kind. Ability Score Increase. Your Constitution score increases by 1, and your Charisma score increases by 2
. Age. Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race’s initial creation
Geryon (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
of his choice within 600 feet of him. The minotaur;minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them.Geryon can take 3
itself if it deals any damage to one or more of its allies.
Geryon casts the banishment spell.
Regional Effects. The region containing Geryon's lair is warped by his magic, creating one or more of the
classes
Player’s Handbook
Core Monk Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D8 per Monk level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 2
slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
Becoming a Monk...
As a Level 1 Character
Gain all the traits in the Core Monk Traits table.
Gain
Geryon
Legacy
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Monsters
Mordenkainen’s Tome of Foes
banishment spell.
Regional Effects. The region containing Geryon's lair is warped by his magic, creating one or more of the following effects:
Intelligent creatures within 1 mile of the lair frequently
of his choice within 600 feet of him. The minotaur;minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them.
Cold, Fire, PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Shifter
Legacy
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Species
Eberron: Rising from the Last War
to friends and kin, shifters place great value on self-reliance and freedom. It’s a shifter proverb to “always be prepared for the journey yet to come,” and most shifters strive to be
in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use “wandering
Monsters
Mordenkainen Presents: Monsters of the Multiverse
The region containing Geryon’s lair is warped by his magic, creating one or more of the following effects:
Chilling Wind. Freezing strong winds howl around the area within 1 mile of the lair
; (see the Monster Manual) to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear, and they obey his commands. They remain until they die
Monsters
Princes of the Apocalypse
":"roll","rollAction":"Destruction Chance"} that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed.
Regional Effects
The region containing an
elemental node in which Imix is present becomes vulnerable to the influence of fire. This creates the following effects:
A dry, baking heat wave strikes the region within 10 miles of Imix’s
Monsters
Mythic Odysseys of Theros
; Recharges after a Short or Long Rest). If Hythonia is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she sheds her skin, regains 199 hit points, and moves up to her speed
creature has disadvantage on Intelligence checks and Intelligence saving throws, and it behaves as if under the effect of the confusion spell.
Regional Effects
The region containing Hythonia’s
Backgrounds
Sword Coast Adventurer's Guide
object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature.
Acolyte
d8
)
6
Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)
d6
Bond
1
I would die to recover an ancient
Monsters
Mordenkainen Presents: Monsters of the Multiverse
appear, and they obey his commands. They remain until they die or Geryon uses an action to dismiss any or all of them.Geryon can take 3 legendary actions, choosing from the options below. Only one
Effects
The region containing Geryon’s lair is warped by his magic, creating one or more of the following effects:
Chilling Wind. Freezing strong winds howl around the area within 1 mile of
Book of Vile Darkness
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil
in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
strive to dominate their piece of the domain. This section explores the horrors unfolding in each region of Darkon.
Monsters
Mythic Odysseys of Theros
Armor of Spiders (Mythic Trait; Recharges after a Short or Long Rest). If Arasta is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she regains 200 hit points. In
The region containing Arasta’s lair is warped by her presence, which creates one or more of the following effects:
Spiders and insects within 1 mile of Arasta’s lair serve as her eyes
Monsters
Fizban's Treasury of Dragons
round.
Regional Effects
The region surrounding a legendary crystal dragon’s lair is altered by the dragon's magic, creating one or more of the following effects:
Clear Skies. The skies above
any ice or quartz crystals in that region.
Positive Energy. Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice.
Thriving Wildlife. Animal
Monsters
Fizban's Treasury of Dragons
the glow around any creature fades on initiative count 20 on the next round.
Regional Effects
The region surrounding a legendary crystal dragon’s lair is altered by the dragon's magic
the clairvoyance spell, requiring no spell components and targeting any ice or quartz crystals in that region.
Positive Energy. Any creature that finishes a long rest within 6 miles of the lair
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
we would all do well to prioritize that kinship. (Any)
3
Mystery. I appreciate a question I cannot answer, so I strive to be an enigma for other creatures. (Any)
4
Adaptability. Whether
", "rollType":"damage", "rollAction":"Toxic Spores", "rollDamageType":"poison"} poison damage and be poisoned until the end of its next turn.
Regional Effects
The region surrounding a legendary deep dragon
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
, and we would all do well to prioritize that kinship. (Any)
3
Mystery. I appreciate a question I cannot answer, so I strive to be an enigma for other creatures. (Any)
4
Adaptability. Whether
);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Toxic Spores", "rollDamageType":"poison"} poison damage and be poisoned until the end of its next turn.
Regional Effects
The region
Magic Items
Keys from the Golden Vault
must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil
in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creatures to migrate southward or die. As go the reindeer, so go the Reghed tribesfolk. In time, even the lakes freeze solid, depriving Ten-Towners of the knucklehead trout upon which their survival
Hells, from which come forth ice devils under the archdevil’s command. Knights of the Black Sword who survive to see these events come to pass try to maintain a foothold in the region, though they are
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Monk JOSHUA RAPHAEL A Martial Artist of Supernatural Focus Core Monk Traits Primary Ability Dexterity and Wisdom Hit Point Die D8 per Monk level Saving Throw Proficiencies Strength and Dexterity
monsters and plundering treasure; they strive to turn themselves into living weapons. Becoming a Monk... As a Level 1 Monk Gain all the traits in the Core Monk Traits table. Gain the Monk’s level 1
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
life to the fullest, knowing that tomorrow I might die. 4 I live for the thrill of the hunt. 5 I don’t talk about the thing that torments me. I’d rather not burden others with my curse. 6 I expect
what the personal cost. (Good) 2 I’ll stop the spirits that haunt me or die trying. (Any) 3 I kill monsters to make the world a safer place, and to exorcise my own demons. (Good) 4 I have a dark
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Monk Core Monk Traits Primary Ability Dexterity and Wisdom Hit Point Die D8 per Monk level Saving Throw Proficiencies Strength and Dexterity Skill Proficiencies Choose 2: Acrobatics, Athletics
view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. (Lawful) 3 Intolerance. All other beholders are imperfect and must be destroyed. (Evil) 4 Stability. I must maintain the current balance of power in the region. (Lawful) 5 Perfection. Although I am
perfect as I am, I can strive to be even better. (Neutral) 6 Power. I will be secure when I rule over all. (Evil) Beholder Bonds d6 Bond 1 My followers are all spying on me, and I seek motivated
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Droaam The Korranberg
ChrONiCle
Descent into Droaam: my trail to terror
We’re all going to die. That thought echoed through my mind as the wagon carried us toward the Great Crag. The diplomats
said to be too evil to die. We’d already passed through the domain of Queen Sheska the medusa, where even the trees are turning to stone. Harpies. Gargoyles. There’s even a king of the kobolds. Our
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Bandits and mercenaries have been coming to the region to join the Dragon Army. It’s said the Dragon Army pays well. Draconians. Dragon Army forces include bipedal creatures with dragon-like features
uses wyverns and dragonkin called dragonnels as flying steeds. Magical Threats. Some draconians can cast spells, control the minds of others, steal the form of foes they’ve killed, or even explode when they die.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
they keep. 2 Power. The weak rule the strong. 3 Duty. It is by Vlaakith’s will alone that I act. 4 Freedom. No strong soul should be enslaved. Better to die first than live as another’s puppet
needs above our own. 4 Freedom. No strong soul should be enslaved. Better to die first than live as another’s puppet. Githzerai Bonds d4 Bond 1 Zerthimon provides an example of conduct that I
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, fauna, structures, and inhabitants might remain unaffected, the land’s innate character takes on new qualities. A supernatural region is permeated by a preternatural force in an area as large or small as
you wish. In the affected area, certain effects and brief encounters reinforce an underlying theme. These effects occur as characters traverse an influenced region or add interest to a specific
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
land of the dead.
In the western end of the room is a region of burning sands. There devils torture those who have been unfortunate enough to fall into their hands.
Along the southern side is a
the walls.
East of the hill, in a side area of the room, is a counterpart to this fiery canyon—an icy waste.
To the north of the hill is a putrid, bubbling marsh where figures strive to keep their
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
aquatic races. The lizardfolk’s main purpose is to form an army to expel the sahuagin from the area. In so doing, they hope to discourage the sahuagin from ever again intruding on the region. The
the lizardfolk strive to hold their alliance together in the face of a common foe, the bonds are beginning to fray. How the characters perform their mission, and what sort of relationship they establish
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
one. Superiority Dice. You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest. You
gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total). Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or