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Returning 35 results for 'barriers binding defying currents released'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god&rsquo
without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its “guests” comfortable.
Each island glides on planar currents and is safe from
Magic Items
Tasha’s Cauldron of Everything
10
Marionette
Mummy
11
Mists
Wraith
12
Raven
Vampire spawn
13
Seer
Vampire
14
Tempter
Vampire spawn
15-00
—
—
The released soul appears at a
random location within 10d10 miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deck’s Twist of Fate property, and both you and the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Character Death When a character dies, the player has a few options. Soul Binding The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as
. Such characters might be Thayan Resurrection members anxious to join the fight against Szass Tam. The new character could have been a prisoner in the Doomvault, released to help the rebels. Regardless of origin, the character arrives with the necessary resources and information to join the party.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
this carving, the replacement character is released from captivity. The replacement character hails from another world (Athas, Krynn, Oerth, medieval Earth, or any other milieu of your choosing) and is
trapped in stasis within the tomb as one of Acererak’s trophies. If the character is touched, the archlich’s binding magic ends. The replacement character is a clone of the fallen adventurer. The hags
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Character Death When a character dies, the player has a few options. Soul Binding The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as
. Such characters might be Thayan Resurrection members anxious to join the fight against Szass Tam. The new character could have been a prisoner in the Doomvault, released to help the rebels. Regardless of origin, the character arrives with the necessary resources and information to join the party.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Character Death When a character dies, the player has a few options. Soul Binding The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as
. Such characters might be Thayan Resurrection members anxious to join the fight against Szass Tam. The new character could have been a prisoner in the Doomvault, released to help the rebels. Regardless of origin, the character arrives with the necessary resources and information to join the party.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
this carving, the replacement character is released from captivity. The replacement character hails from another world (Athas, Krynn, Oerth, medieval Earth, or any other milieu of your choosing) and is
trapped in stasis within the tomb as one of Acererak’s trophies. If the character is touched, the archlich’s binding magic ends. The replacement character is a clone of the fallen adventurer. The hags
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
this carving, the replacement character is released from captivity. The replacement character hails from another world (Athas, Krynn, Oerth, medieval Earth, or any other milieu of your choosing) and is
trapped in stasis within the tomb as one of Acererak’s trophies. If the character is touched, the archlich’s binding magic ends. The replacement character is a clone of the fallen adventurer. The hags
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
focuses his wrath on Moghadam and Phenex, hunting both down before vanishing into the rift to the Lower Planes in area 16. If the balor is released, the sphere binding him becomes a sphere of annihilation
6. Captive Balor At the end of this hall, some sort of horrible binding process is underway. A balor is held against the wall, pressed in against the stonework design of a great green devil’s face. A
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
focuses his wrath on Moghadam and Phenex, hunting both down before vanishing into the rift to the Lower Planes in area 16. If the balor is released, the sphere binding him becomes a sphere of annihilation
6. Captive Balor At the end of this hall, some sort of horrible binding process is underway. A balor is held against the wall, pressed in against the stonework design of a great green devil’s face. A
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
focuses his wrath on Moghadam and Phenex, hunting both down before vanishing into the rift to the Lower Planes in area 16. If the balor is released, the sphere binding him becomes a sphere of annihilation
6. Captive Balor At the end of this hall, some sort of horrible binding process is underway. A balor is held against the wall, pressed in against the stonework design of a great green devil’s face. A
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
overlords were bound at the end of the Age of Demons by the power of the Silver Flame, and an overlord can be released from this binding only if doing so can be made to fulfill the Draconic Prophecy
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Raven Vampire spawn 13 Seer Vampire 14 Tempter Vampire spawn 15–00 — — The released soul appears at a random location within 10d10 miles of you and terrorizes the living. Until the released soul is
Tarokka of Souls can be destroyed only if all fourteen souls within are released and destroyed. This reveals a fifteenth soul, a lich, that inhabits the Nether card, which appears only when the fourteen
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Raven Vampire spawn 13 Seer Vampire 14 Tempter Vampire spawn 15–00 — — The released soul appears at a random location within 10d10 miles of you and terrorizes the living. Until the released soul is
Tarokka of Souls can be destroyed only if all fourteen souls within are released and destroyed. This reveals a fifteenth soul, a lich, that inhabits the Nether card, which appears only when the fourteen
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Raven Vampire spawn 13 Seer Vampire 14 Tempter Vampire spawn 15–00 — — The released soul appears at a random location within 10d10 miles of you and terrorizes the living. Until the released soul is
Tarokka of Souls can be destroyed only if all fourteen souls within are released and destroyed. This reveals a fifteenth soul, a lich, that inhabits the Nether card, which appears only when the fourteen
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
overlords were bound at the end of the Age of Demons by the power of the Silver Flame, and an overlord can be released from this binding only if doing so can be made to fulfill the Draconic Prophecy
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
overlords were bound at the end of the Age of Demons by the power of the Silver Flame, and an overlord can be released from this binding only if doing so can be made to fulfill the Draconic Prophecy
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
fragments are hanging at the same level as the gantries. They are too heavy for the characters to unhitch, but each crane has a winch that can be released, causing the fragment to fall to the floor with
creatures in area 15. 15. Mustering Hall The walls of this room bear frescoes that depict fire giants forging armor and weapons, marching to war, and binding red dragons in chains. Four basalt pillars
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
fragments are hanging at the same level as the gantries. They are too heavy for the characters to unhitch, but each crane has a winch that can be released, causing the fragment to fall to the floor with
creatures in area 15. 15. Mustering Hall The walls of this room bear frescoes that depict fire giants forging armor and weapons, marching to war, and binding red dragons in chains. Four basalt pillars
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
fragments are hanging at the same level as the gantries. They are too heavy for the characters to unhitch, but each crane has a winch that can be released, causing the fragment to fall to the floor with
creatures in area 15. 15. Mustering Hall The walls of this room bear frescoes that depict fire giants forging armor and weapons, marching to war, and binding red dragons in chains. Four basalt pillars
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god’s petrified flesh came back to life as morkoths
tropical climate that keeps the morkoth and its “guests” comfortable. Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
floated up against a pearlescent remnant of celestial matter imbued with life and life-giving magic. The collision shattered both objects and released a storm of chaotic energy. Countless islands of mixed
to glide on planar currents, maintains the island’s environment, and keeps the place safe from harmful external effects. A morkoth’s island might be found anywhere from the bottom of the ocean to the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god’s petrified flesh came back to life as morkoths
tropical climate that keeps the morkoth and its “guests” comfortable. Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
floated up against a pearlescent remnant of celestial matter imbued with life and life-giving magic. The collision shattered both objects and released a storm of chaotic energy. Countless islands of mixed
to glide on planar currents, maintains the island’s environment, and keeps the place safe from harmful external effects. A morkoth’s island might be found anywhere from the bottom of the ocean to the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
floated up against a pearlescent remnant of celestial matter imbued with life and life-giving magic. The collision shattered both objects and released a storm of chaotic energy. Countless islands of mixed
to glide on planar currents, maintains the island’s environment, and keeps the place safe from harmful external effects. A morkoth’s island might be found anywhere from the bottom of the ocean to the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god’s petrified flesh came back to life as morkoths
tropical climate that keeps the morkoth and its “guests” comfortable. Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of Force. Transparent, soundproof walls of force separate areas 1, area 2, and area 3. Vocath can pass through these magical barriers, as can creatures that are tattooed with his personal sigil
clowns,* and one space guppy.* (Creatures marked with an asterisk are described in Boo’s Astral Menagerie.) Creatures released in this manner materialize in unoccupied spaces on the arena floor as close
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of Force. Transparent, soundproof walls of force separate areas 1, area 2, and area 3. Vocath can pass through these magical barriers, as can creatures that are tattooed with his personal sigil
clowns,* and one space guppy.* (Creatures marked with an asterisk are described in Boo’s Astral Menagerie.) Creatures released in this manner materialize in unoccupied spaces on the arena floor as close
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of Force. Transparent, soundproof walls of force separate areas 1, area 2, and area 3. Vocath can pass through these magical barriers, as can creatures that are tattooed with his personal sigil
clowns,* and one space guppy.* (Creatures marked with an asterisk are described in Boo’s Astral Menagerie.) Creatures released in this manner materialize in unoccupied spaces on the arena floor as close
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-Towns, Kapanuk was of little use to his captors. If released, Kapanuk tries to acquire some weapons and armor. He also invites the characters to return with him to Wyrmdoom Crag, where his kin will
), has turned Xardorok against her. If she is released, Nefrun intends to demonstrate her loyalty to Xardorok. If that means betraying her liberators, Nefrun does so without question. Nefrun’s gear
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-Towns, Kapanuk was of little use to his captors. If released, Kapanuk tries to acquire some weapons and armor. He also invites the characters to return with him to Wyrmdoom Crag, where his kin will
), has turned Xardorok against her. If she is released, Nefrun intends to demonstrate her loyalty to Xardorok. If that means betraying her liberators, Nefrun does so without question. Nefrun’s gear
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-Towns, Kapanuk was of little use to his captors. If released, Kapanuk tries to acquire some weapons and armor. He also invites the characters to return with him to Wyrmdoom Crag, where his kin will
), has turned Xardorok against her. If she is released, Nefrun intends to demonstrate her loyalty to Xardorok. If that means betraying her liberators, Nefrun does so without question. Nefrun’s gear
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
haven as its guardians are released. Guardian Battle. Three stone golems (carved to resemble an 8-foot-tall crowned dwarf, a 10-foot-tall crowned elf, and a 12-foot-tall crowned human, respectively
of which use the mummy stat block but are lawful neutral. The scholar mummies are wrapped in funeral robes set with purple-glowing runes of oath-binding, recognized as such by any character who has
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
haven as its guardians are released. Guardian Battle. Three stone golems (carved to resemble an 8-foot-tall crowned dwarf, a 10-foot-tall crowned elf, and a 12-foot-tall crowned human, respectively
of which use the mummy stat block but are lawful neutral. The scholar mummies are wrapped in funeral robes set with purple-glowing runes of oath-binding, recognized as such by any character who has
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
haven as its guardians are released. Guardian Battle. Three stone golems (carved to resemble an 8-foot-tall crowned dwarf, a 10-foot-tall crowned elf, and a 12-foot-tall crowned human, respectively
of which use the mummy stat block but are lawful neutral. The scholar mummies are wrapped in funeral robes set with purple-glowing runes of oath-binding, recognized as such by any character who has






