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Returning 35 results for 'been bards devourer churning realm'.
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Monsters
Phandelver and Below: The Shattered Obelisk
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6
):
At will: detect thoughts, minor illusion
1/day each: arcane gate, hunger of HadarAberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach
Monsters
Phandelver and Below: The Shattered Obelisk
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6
: arcane gate, hunger of HadarAberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots
classes
Xanathar's Guide to Everything
The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey
, these bards learn to use their magic to delight and captivate others.
The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Medium or smaller creature, the target must succeed on a DC 16 Charisma saving throw or be pulled up to 15 feet toward the dream eater.Originating from the dream-warped elven realm of Silvanesti
dream eater lies not in brute force but in the ability to pierce its illusions and wrest others from its terrors. As such, bards and other persuasive adventurers find themselves uniquely poised to
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Aberrant Zealot Aberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots borrow their vicious
Bonus +3
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Aberrant Zealot Aberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots borrow their vicious
Bonus +3
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs
, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs
, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Aberrant Zealot Aberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots borrow their vicious
Bonus +3
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs
, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the churning river, which is 30 feet deep. An aboleth lurks in the water along with a water elemental minion. Trapped in the Far Realm long ago, the aboleth sequestered itself in this river to study
the strange environment. Both creatures are concealed by the dark, churning water and make attacks against anyone who gets close, particularly creatures affected by the magical symbol on the bridge
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the churning river, which is 30 feet deep. An aboleth lurks in the water along with a water elemental minion. Trapped in the Far Realm long ago, the aboleth sequestered itself in this river to study
the strange environment. Both creatures are concealed by the dark, churning water and make attacks against anyone who gets close, particularly creatures affected by the magical symbol on the bridge
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the churning river, which is 30 feet deep. An aboleth lurks in the water along with a water elemental minion. Trapped in the Far Realm long ago, the aboleth sequestered itself in this river to study
the strange environment. Both creatures are concealed by the dark, churning water and make attacks against anyone who gets close, particularly creatures affected by the magical symbol on the bridge
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Levistus Though ice might hold my body in place, it has done nothing to contain my ambition.
— Levistus
Even by the otherworldly standards of the Nine Hells, the realm of Stygia and its lord
, Levistus, both occupy strange positions in the hierarchy. Stygia is a frozen wasteland of mysterious origin, a churning, murky sea covered in a thick layer of ice. Where the ice gives way to open water
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Levistus Though ice might hold my body in place, it has done nothing to contain my ambition.
— Levistus
Even by the otherworldly standards of the Nine Hells, the realm of Stygia and its lord
, Levistus, both occupy strange positions in the hierarchy. Stygia is a frozen wasteland of mysterious origin, a churning, murky sea covered in a thick layer of ice. Where the ice gives way to open water
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Levistus Though ice might hold my body in place, it has done nothing to contain my ambition.
— Levistus
Even by the otherworldly standards of the Nine Hells, the realm of Stygia and its lord
, Levistus, both occupy strange positions in the hierarchy. Stygia is a frozen wasteland of mysterious origin, a churning, murky sea covered in a thick layer of ice. Where the ice gives way to open water
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
series of experiments that expand his understanding of arcane magic and of the planes of existence. Mephistopheles keeps his realm churning with punishing storms. He doesn’t entertain visitors, and
Mephistopheles There are few problems that cannot be solved through the application of overwhelming arcane firepower.
— Mephistopheles
Cania, like Stygia above it, is a bitterly cold realm of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
and only touched in dreams. Dolurrh: The Realm of the Dead. When a mortal soul dies, it is drawn to Dolurrh. It is a place defined by despair and apathy; over time, memories are leached out of the
celestials and fiends that embody these ideas. Irian: The Eternal Dawn. A plane of light and hope, Irian is the source of positive energy in Eberron. Kythri: The Churning Chaos. The plane of chaos and change
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
series of experiments that expand his understanding of arcane magic and of the planes of existence. Mephistopheles keeps his realm churning with punishing storms. He doesn’t entertain visitors, and
Mephistopheles There are few problems that cannot be solved through the application of overwhelming arcane firepower.
— Mephistopheles
Cania, like Stygia above it, is a bitterly cold realm of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
and only touched in dreams. Dolurrh: The Realm of the Dead. When a mortal soul dies, it is drawn to Dolurrh. It is a place defined by despair and apathy; over time, memories are leached out of the
celestials and fiends that embody these ideas. Irian: The Eternal Dawn. A plane of light and hope, Irian is the source of positive energy in Eberron. Kythri: The Churning Chaos. The plane of chaos and change
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
series of experiments that expand his understanding of arcane magic and of the planes of existence. Mephistopheles keeps his realm churning with punishing storms. He doesn’t entertain visitors, and
Mephistopheles There are few problems that cannot be solved through the application of overwhelming arcane firepower.
— Mephistopheles
Cania, like Stygia above it, is a bitterly cold realm of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
and only touched in dreams. Dolurrh: The Realm of the Dead. When a mortal soul dies, it is drawn to Dolurrh. It is a place defined by despair and apathy; over time, memories are leached out of the
celestials and fiends that embody these ideas. Irian: The Eternal Dawn. A plane of light and hope, Irian is the source of positive energy in Eberron. Kythri: The Churning Chaos. The plane of chaos and change
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
knowledge of law, and Boldrei proclaimed that no city would stand. The Traveler distorted the land so that no path followed twice. The Devourer unleashed fire and storm. And so Xen’drik remains a land of
mystery, a realm that cannot be mapped, a place that holds secrets that could shatter the world. This story bears at least some truth. The elves were once slaves of the ancient giants, and the dragons
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
knowledge of law, and Boldrei proclaimed that no city would stand. The Traveler distorted the land so that no path followed twice. The Devourer unleashed fire and storm. And so Xen’drik remains a land of
mystery, a realm that cannot be mapped, a place that holds secrets that could shatter the world. This story bears at least some truth. The elves were once slaves of the ancient giants, and the dragons
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
knowledge of law, and Boldrei proclaimed that no city would stand. The Traveler distorted the land so that no path followed twice. The Devourer unleashed fire and storm. And so Xen’drik remains a land of
mystery, a realm that cannot be mapped, a place that holds secrets that could shatter the world. This story bears at least some truth. The elves were once slaves of the ancient giants, and the dragons
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Dream Eater Originating from the dream-warped elven realm of Silvanesti, dream eaters are violent manifestations of nightmares and subconscious terrors. The true appearance of a dream eater is
engulfing its prey in a phantasmagorical nightmare. The key to defeating a dream eater lies not in brute force but in the ability to pierce its illusions and wrest others from its terrors. As such, bards
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Dream Eater Originating from the dream-warped elven realm of Silvanesti, dream eaters are violent manifestations of nightmares and subconscious terrors. The true appearance of a dream eater is
engulfing its prey in a phantasmagorical nightmare. The key to defeating a dream eater lies not in brute force but in the ability to pierce its illusions and wrest others from its terrors. As such, bards
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Dream Eater Originating from the dream-warped elven realm of Silvanesti, dream eaters are violent manifestations of nightmares and subconscious terrors. The true appearance of a dream eater is
engulfing its prey in a phantasmagorical nightmare. The key to defeating a dream eater lies not in brute force but in the ability to pierce its illusions and wrest others from its terrors. As such, bards
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
bargain with the Archfey of that realm for power. Noteworthy Archfey patrons include the following: Titania, the Summer Queen, is perhaps the mightiest of the archfey. With a smile, she can ripen a
to advise and tutor them for long after the Descent. The Great Old One Beyond the planes known to great wizards and sages lies the Far Realm of the Great Old Ones, beings outside time, space, and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of the realm. Much was required to break the North out of the great siege the Many-Arrows orcs held it under. There are also whispers that King Harnoth led his Knights of the Mithral Shield out into
, but given the extent of the losses against the orcs, it would be little surprise if their newer recruits were more smiths than warriors, serving their realm out of a sense of duty rather than a desire
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of the realm. Much was required to break the North out of the great siege the Many-Arrows orcs held it under. There are also whispers that King Harnoth led his Knights of the Mithral Shield out into
, but given the extent of the losses against the orcs, it would be little surprise if their newer recruits were more smiths than warriors, serving their realm out of a sense of duty rather than a desire
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of the realm. Much was required to break the North out of the great siege the Many-Arrows orcs held it under. There are also whispers that King Harnoth led his Knights of the Mithral Shield out into
, but given the extent of the losses against the orcs, it would be little surprise if their newer recruits were more smiths than warriors, serving their realm out of a sense of duty rather than a desire