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Returning 35 results for 'bat been diffusing completely realm'.
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bat been diffusing completed realm
bat been diffusing complete realm
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Black Sewers, a realm within Pandemonium that he filled with his beloved creatures, rat;rats and bat;bats, which xvarts befriend to this day. He enjoyed his reign only briefly before Graz’zt
Raxivort’s Tongue. The xvart can communicate with ordinary bat;bats and rat;rats, as well as giant bat;giant bats and giant rat;giant rats.Shortsword. Melee Weapon Attack: +4;{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
transform even a creature as lowly as Raxivort into a demigod. After his apotheosis, Raxivort forged the Black Sewers, a realm within Pandemonium that he filled with his beloved creatures, rat;rats and bat
Raxivort’s Blessing. When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary hit points.
Raxivort’s Tongue. The xvart can communicate with ordinary bat;bats and rat
Monsters
Mordenkainen Presents: Monsters of the Multiverse
an extended, muscular neck; a smiling face framed by long, pointed ears and lank, dark hair; and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the
lair lies within the abyssal realm of Hollow’s Heart, a plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in the
of the following effects:
Charnel Realm. The air is filled with the stench of rotting flesh, and buzzing flies grow thick within the region.
Undead Beasts. Dead Beasts periodically animate as
Monsters
Vecna: Eve of Ruin
. He had become a vampire, and Barovia became a Domain of Dread.
Now the Dark Powers keep Strahd trapped in his realm, tormenting him with his inability to escape for all eternity. He spends his days
dies. When transforming into a new form, Strahd chooses one of the following options:
Beast Form. Strahd transforms into a Tiny bat (flying speed 30 ft.) or a Medium wolf (speed 40 ft.). While in that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shambling mounds 51–55 1d10 water elementals 56–60 1d4 young black dragons 61–65 An eerie, bat-headed idol almost completely covered by vines 66–70 1d8 + 2 trolls 71–75 1d3 hydras 76–80 The sound of drums beating several miles away 81–96 1 adult black dragon 97–00 1 ancient black dragon
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shambling mounds 51–55 1d10 water elementals 56–60 1d4 young black dragons 61–65 An eerie, bat-headed idol almost completely covered by vines 66–70 1d8 + 2 trolls 71–75 1d3 hydras 76–80 The sound of drums beating several miles away 81–96 1 adult black dragon 97–00 1 ancient black dragon
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shambling mounds 51–55 1d10 water elementals 56–60 1d4 young black dragons 61–65 An eerie, bat-headed idol almost completely covered by vines 66–70 1d8 + 2 trolls 71–75 1d3 hydras 76–80 The sound of drums beating several miles away 81–96 1 adult black dragon 97–00 1 ancient black dragon
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
would work from a significant distance—even from the Far Realm itself, as described in chapter 8—and would affect individuals on a large scale. However, the fanatics learned from Ilvaash that
. Long ago, this obelisk was broken into fragments that are now scattered around the region. The mind flayer fanatics need to collect these fragments and rebuild the obelisk as completely as possible so the ancient object can power their ritual.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
would work from a significant distance—even from the Far Realm itself, as described in chapter 8—and would affect individuals on a large scale. However, the fanatics learned from Ilvaash that
. Long ago, this obelisk was broken into fragments that are now scattered around the region. The mind flayer fanatics need to collect these fragments and rebuild the obelisk as completely as possible so the ancient object can power their ritual.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
would work from a significant distance—even from the Far Realm itself, as described in chapter 8—and would affect individuals on a large scale. However, the fanatics learned from Ilvaash that
. Long ago, this obelisk was broken into fragments that are now scattered around the region. The mind flayer fanatics need to collect these fragments and rebuild the obelisk as completely as possible so the ancient object can power their ritual.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Levels 11-16: Masters of the Realm By 11th level, characters are shining examples of courage and determination — true paragons in the world, set well apart from the masses. At this tier, adventurers
spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Levels 11-16: Masters of the Realm By 11th level, characters are shining examples of courage and determination — true paragons in the world, set well apart from the masses. At this tier, adventurers
spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Levels 11-16: Masters of the Realm By 11th level, characters are shining examples of courage and determination — true paragons in the world, set well apart from the masses. At this tier, adventurers
spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck; a smiling face framed by long, pointed ears and lank, dark hair; and bat-like wings are furled against
uses Phantasmal Terror.
Fraz-Urb’luu’s Lair Fraz-Urb’luu’s lair lies within the abyssal realm of Hollow’s Heart, a plain of white dust with few structures on it. The lair itself is the city of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Mountains clawed the ruby sky. The Land of Teeth, Azuth had once aptly called it, surveying the endless jagged rocks. This was the Greeting Ground, the realm of horror that had claimed the lives of
Material Plane. But the landscape can change at a whim of the powerful forces that dwell on these planes, which can remake them completely, effectively erasing and rebuilding existence to better fulfill
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Mountains clawed the ruby sky. The Land of Teeth, Azuth had once aptly called it, surveying the endless jagged rocks. This was the Greeting Ground, the realm of horror that had claimed the lives of
Material Plane. But the landscape can change at a whim of the powerful forces that dwell on these planes, which can remake them completely, effectively erasing and rebuilding existence to better fulfill
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Mountains clawed the ruby sky. The Land of Teeth, Azuth had once aptly called it, surveying the endless jagged rocks. This was the Greeting Ground, the realm of horror that had claimed the lives of
Material Plane. But the landscape can change at a whim of the powerful forces that dwell on these planes, which can remake them completely, effectively erasing and rebuilding existence to better fulfill
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck; a smiling face framed by long, pointed ears and lank, dark hair; and bat-like wings are furled against
uses Phantasmal Terror.
Fraz-Urb’luu’s Lair Fraz-Urb’luu’s lair lies within the abyssal realm of Hollow’s Heart, a plain of white dust with few structures on it. The lair itself is the city of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck; a smiling face framed by long, pointed ears and lank, dark hair; and bat-like wings are furled against
uses Phantasmal Terror.
Fraz-Urb’luu’s Lair Fraz-Urb’luu’s lair lies within the abyssal realm of Hollow’s Heart, a plain of white dust with few structures on it. The lair itself is the city of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Eladrin and the Feywild The Feywild exists separate from but parallel to the Material Plane. It’s a realm of nature run amok, and most of its inhabitants are sylvan or fey creatures. In these
ancient shrines and other glories created by the primal elves who first arrived in Faerie. These kinder eladrin take a special pleasure in introducing their realm to others. Eladrin cities represent
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Spawn Hollow Locations Many slaadi reproduce by implanting Humanoid hosts with eggs that transform into slaad tadpoles. In the weird dimension of the Far Realm, however, biology takes strange turns
feet across and appears to consist of warty flesh slowly falling into its center. Any object or creature entering the vortex is lost within the Far Realm for 2d6 hours before reappearing in the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Eladrin and the Feywild The Feywild exists separate from but parallel to the Material Plane. It’s a realm of nature run amok, and most of its inhabitants are sylvan or fey creatures. In these
ancient shrines and other glories created by the primal elves who first arrived in Faerie. These kinder eladrin take a special pleasure in introducing their realm to others. Eladrin cities represent
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Spawn Hollow Locations Many slaadi reproduce by implanting Humanoid hosts with eggs that transform into slaad tadpoles. In the weird dimension of the Far Realm, however, biology takes strange turns
feet across and appears to consist of warty flesh slowly falling into its center. Any object or creature entering the vortex is lost within the Far Realm for 2d6 hours before reappearing in the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Spawn Hollow Locations Many slaadi reproduce by implanting Humanoid hosts with eggs that transform into slaad tadpoles. In the weird dimension of the Far Realm, however, biology takes strange turns
feet across and appears to consist of warty flesh slowly falling into its center. Any object or creature entering the vortex is lost within the Far Realm for 2d6 hours before reappearing in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
or other powerful forces that dwell on the plane, which can remake the realm completely, erasing and rebuilding existence to better fulfill those forces’ needs. Distance is a virtually meaningless
die. It is the embodiment of goodness, a spiritual realm where evil can’t abide. It is as much a state of being and of mind as it is a physical location. When discussing anything to do with deities
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Eladrin and the Feywild The Feywild exists separate from but parallel to the Material Plane. It’s a realm of nature run amok, and most of its inhabitants are sylvan or fey creatures. In these
ancient shrines and other glories created by the primal elves who first arrived in Faerie. These kinder eladrin take a special pleasure in introducing their realm to others. Eladrin cities represent
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
or other powerful forces that dwell on the plane, which can remake the realm completely, erasing and rebuilding existence to better fulfill those forces’ needs. Distance is a virtually meaningless
die. It is the embodiment of goodness, a spiritual realm where evil can’t abide. It is as much a state of being and of mind as it is a physical location. When discussing anything to do with deities
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Against the Giants d8 Adventure Hook 1 Adventurers find a village completely deserted, with tracks leading to a hill giant steading. Can they rescue the surviving villagers and livestock before the hill
when they play out on the stage of a giant’s realm. The Giant-Sized Schemes table offers suggestions, including several inspired by the plots of famous dramas. Giant-Sized Schemes d6 Adventure Hook






