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Returning 35 results for 'back various'.
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back vicious
Monsters
Waterdeep: Dungeon of the Mad Mage
creature is pushed 60 feet away from the dragon.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It
’s lair take on dazzlingly brilliant hues.
Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair
Species
Van Richten’s Guide to Ravenloft
sensations or visions of the past to come rushing back.
Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark
those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn.
Reborn Origins
d8
Origins
1
You were magically
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
virtue. They have many responsibilities, from protecting townsfolk to embarking on adventures in the wilds. Knights are often equipped with fine armor and weapons, and they ride noble steeds of various
: the wildest parts of Eldraine. To that end, they patrol the forests along the Boundary Lands, turning back loggers and hunters—by force if necessary.
Though they’ve renounced their
Monsters
Sleeping Dragon’s Wake
rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Lhammaruntosz's choice
dragon’s lair take on dazzlingly brilliant hues.
Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair
Backgrounds
Baldur’s Gate: Descent into Avernus
Baldur’s Gate has a modest academic community centered around the libraries of the High Hall and the various temples dedicated to gods of learning and innovation. Lecturers, researchers, and
back.
d6
Flaw
1
I am easily distracted by the promise of information.
2
Most people scream and run when they see a demon. I stop and take notes on its anatomy.
3
Monsters
Fizban's Treasury of Dragons
with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon’s skull and another at the tip of the
Plane can’t find a way back home to the Feywild.
Connected Creatures
In the Feywild, moonstone dragons interact mostly with pixie;pixies, sprite;sprites, and other Fey creatures who
Monsters
Fizban's Treasury of Dragons
and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon’s skull and another at the tip of the nose; the two horns
find a way back home to the Feywild.
Connected Creatures
In the Feywild, moonstone dragons interact mostly with pixie;pixies, sprite;sprites, and other Fey creatures who revere and serve the
Monsters
Fizban's Treasury of Dragons
breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a
points. The dragon’s most valuable treasures are stored here and in adjoining caves, and the walls of this central chamber are covered in art depicting various battles—many of which the
Monsters
Fizban's Treasury of Dragons
the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline
are stored here and in adjoining caves, and the walls of this central chamber are covered in art depicting various battles—many of which the dragon took part in.A Sapphire Dragon’s Lair
Magic Items
The Book of Many Things
various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six illuminated cards. The combined deck is usually
, while leaving your hands free.
Celestial. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet.
Construct. A homunculus appears in an
Adult Bronze Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
failed save, the creature is pushed 60 feet away from the dragon.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into
miles of the dragon’s lair take on dazzlingly brilliant hues.
Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various
Ancient Bronze Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
failed save, the creature is pushed 60 feet away from the dragon.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back
6 miles of the dragon’s lair take on dazzlingly brilliant hues.
Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various
Gnome
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
stare, then appeared to go back to sleep.
— Richard Lee Byers, The Black Bouquet
A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit
most have half a dozen or so. A gnome’s mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K11. South Archers’ Post The castle courtyard is visible through arrow slits in the north and west walls. Leaning against the walls are mirrors of various sizes, some as tall as a human and others
small enough to fit in a backpack. Each arrow slit is 2½ feet tall and 4 inches wide. The framed mirrors (seventeen in all) used to hang on various walls of the castle. Strahd had them taken down and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K11. South Archers’ Post The castle courtyard is visible through arrow slits in the north and west walls. Leaning against the walls are mirrors of various sizes, some as tall as a human and others
small enough to fit in a backpack. Each arrow slit is 2½ feet tall and 4 inches wide. The framed mirrors (seventeen in all) used to hang on various walls of the castle. Strahd had them taken down and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Traditions The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Celestials Various Celestials watch over the Outlands, particularly those reaches that border the Upper Planes. Angels and archons (presented later in this book) are particularly common. Some seek to
prevent fiendish incursions into the plane, while others try to align the Outlands closer to goodly philosophies. Outlands Celestials d4 Encounter 1 An empyrean calls for aid in taking back a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
35. Exercise Room Golems. Two flesh golems are working out in this room. One golem is doing shoulder shrugs with two 100-pound iron kettlebells. The other switches back and forth between jumping
jacks and shadowboxing.
Exercise Equipment. Padded leather mats are strewn upon the floor amid kettlebells and stacks of iron plates of various weights. Against the far wall rests a padded workout bench
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Celestials Various Celestials watch over the Outlands, particularly those reaches that border the Upper Planes. Angels and archons (presented later in this book) are particularly common. Some seek to
prevent fiendish incursions into the plane, while others try to align the Outlands closer to goodly philosophies. Outlands Celestials d4 Encounter 1 An empyrean calls for aid in taking back a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Death from Above Fungi. Gardens of barrelstalk, bluecap, timmask, and trillimac fill the cavern. Between the garden patches meander paths that lead to and from the various exits.
Piercers
check total of 20 or higher, the character finds the back-and-forth tracks of several bugbears, a troll, and a hook horror. Characters who have darkvision or light sources bright enough to illuminate
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Traditions The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Portrait of a Mad Mage This room is empty except for an enormous red velvet curtain that covers the north wall. A pull-rope on one side of the curtain allows it to be drawn back. Behind the
curtain hangs a large abstract painting that depicts Halaster surrounded by fields of bloody mouths and people feasting on each other. Worked into the background are various other bizarre figures from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Portrait of a Mad Mage This room is empty except for an enormous red velvet curtain that covers the north wall. A pull-rope on one side of the curtain allows it to be drawn back. Behind the
curtain hangs a large abstract painting that depicts Halaster surrounded by fields of bloody mouths and people feasting on each other. Worked into the background are various other bizarre figures from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
35. Exercise Room Golems. Two flesh golems are working out in this room. One golem is doing shoulder shrugs with two 100-pound iron kettlebells. The other switches back and forth between jumping
jacks and shadowboxing.
Exercise Equipment. Padded leather mats are strewn upon the floor amid kettlebells and stacks of iron plates of various weights. Against the far wall rests a padded workout bench
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Traditions The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Traditions The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Death from Above Fungi. Gardens of barrelstalk, bluecap, timmask, and trillimac fill the cavern. Between the garden patches meander paths that lead to and from the various exits.
Piercers
check total of 20 or higher, the character finds the back-and-forth tracks of several bugbears, a troll, and a hook horror. Characters who have darkvision or light sources bright enough to illuminate
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
garnet is carried out of this area, either path leads the characters back to the sundial. Treasure The bottom of the pool holds the treasure that’s been dropped in by various visitors: six potions of
, both paths curve away and bring them back here after a short walk. If the characters leave any marks, items, or companions behind in this area, all the same conditions apply here as in area 1. If the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
of directions. Map Give the players a copy of puzzle handout 4 (see the end of this chapter). This map depicts an unfamiliar island with various landmarks but no key. Directions The directions are
.
Day 3. After a strange night’s sleep, we awoke on the third day back at Anchor Point with no memory or trace of traveling there. The Swirling Sands must have taken us in the night! We skirted the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
of directions. Map Give the players a copy of puzzle handout 4 (see the end of this chapter). This map depicts an unfamiliar island with various landmarks but no key. Directions The directions are
.
Day 3. After a strange night’s sleep, we awoke on the third day back at Anchor Point with no memory or trace of traveling there. The Swirling Sands must have taken us in the night! We skirted the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
garnet is carried out of this area, either path leads the characters back to the sundial. Treasure The bottom of the pool holds the treasure that’s been dropped in by various visitors: six potions of
, both paths curve away and bring them back here after a short walk. If the characters leave any marks, items, or companions behind in this area, all the same conditions apply here as in area 1. If the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, various townsfolk can point in the direction the verbeeg went after stealing the casks. As the characters make their way to the edge of the forest, read: A figure in cold weather clothing lurches out of
the woods into plain view, running as fast as he can through the deep snow. Slung over his back are a pair of animal traps, one of which appears to contain a panicked fox.
The figure is Fef Moryn
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
legs, a sculpted copper seat, and a wooden writing surface gouged with graffiti in various languages.
Hooks. The back wall has a row of stone hooks for hanging cloaks.
21b. South Classroom This
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
City of Doors. Some sages track the existence and spread of humans back to Sigil itself, rather than to a deity or its creations. Various factions handle the day-to-day governance of Sigil, enforcement
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mysteries, and back-alley detective work — all in the context of a world emerging from the turmoil of war. The tables and advice in this chapter expand on the material in chapter 3 of the Dungeon
at various organizations and other elements you can use to drive the adventures you create. Such elements include maps of locations that can serve as thrilling set pieces; information on the planes of