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Returning 35 results for 'before beyond distant charging refuse'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
each: arcane gate, detect thoughts, true seeingWarlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some
wickedness inspired by bizarre beings from beyond the stars.
Warlocks
Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities.Psychic
Sorcerer
Legacy
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Classes
Basic Rules (2014)
from him in a mighty blast of lightning. Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks
;ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant
Monsters
Waterdeep: Dungeon of the Mad Mage
master of Undermountain, Halaster can alter the entire dungeon to some extent. His lair actions and regional effects don’t extend beyond Undermountain.
Lair Actions
On initiative count 20
effect is triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty
Monk
Legacy
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Classes
Basic Rules (2014)
, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he
important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to
Species
Wayfinder's Guide to Eberron
into the eyes of the stunned onlookers. She smiled behind her spirit veil, counting the blades arrayed against her.
“But forty will.”
Elven culture began on the distant continent of Xen
achieve this immortality.
The Aereni are isolationists who have little interest in the world beyond their island. The Five Nations are a place of chaos and war. With this in mind, what has caused you to
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.
— Elaine Cunningham, Daughter of the Drow
In the
traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future
Juiblex
Legacy
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Monsters
Out of the Abyss
refuse to part with any of my possessions.”
41–60
“I’ll do everything I can to get others to eat and drink beyond their normal limits.”
61–80
“I
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
lazy, but when Linene came around looking for a missing broach, she was out the door before I could blink an eye.
— Toblen Stonehill, innkeeper
Hailing from a strange and distant land
tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Wandering Outcasts
Most tabaxi remain in their distant
Species
Wayfinder's Guide to Eberron
into the eyes of the stunned onlookers. She smiled behind her spirit veil, counting the blades arrayed against her.
“But forty will.”
Elven culture began on the distant continent of Xen
achieve this immortality.
The Aereni are isolationists who have little interest in the world beyond their island. The Five Nations are a place of chaos and war. With this in mind, what has caused you to
Monsters
Quests from the Infinite Staircase
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Chapter 2: Distant Lands This section of the gazetteer provides a glimpse of the wonder and adventure found in the lands beyond Khorvaire’s horizon. Use these entries to inspire adventures that take
place in these distant lands, and to introduce trinkets or relics from foreign realms into Khorvaire. Map 2.2: Islands of Aerenal View Large Version
Warlock
Legacy
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Classes
Basic Rules (2014)
stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world. Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through
, while poring over tomes of forbidden lore, a brilliant student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void. Once a pact is made, a
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
emotion and empathy. The same label serves as an apt depiction of lizardfolk.
Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don’t mourn fallen comrades or
plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.
Hapless Soft Ones
At their core, lizardfolk view other humanoids with an indifference verging on
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
mind visitors, as long as they’ve come to do business. She tries to sell her latest batch of dream pastries, charging 1 gp for each one. She’s proud of her confections and claims that she uses only
the finest ingredients. If the characters seem uninterested in her wares, she bellows, “Begone!” If they attack or refuse to leave, she calls out to her daughters and turns to fight. The hags operate the millstone manually, since the arms of the windmill no longer function.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
before charging in notices this entrance with a successful DC 12 Intelligence (Investigation) or Wisdom (Perception) check. Any exploration of the entrance reveals that it is used by bats but shows
carefully taken down to allow movement in that direction. Characters at the three-way intersection can feel air moving along the northern part of the tunnel, suggesting open space beyond.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
before charging in notices this entrance with a successful DC 12 Intelligence (Investigation) or Wisdom (Perception) check. Any exploration of the entrance reveals that it is used by bats but shows
carefully taken down to allow movement in that direction. Characters at the three-way intersection can feel air moving along the northern part of the tunnel, suggesting open space beyond.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
aloud: Two magnificent ships are anchored just beyond the marshy shore. Both have long strips of decorative cloth stretched from the tops of their masts down to the railings around their decks. The
smaller of the ships is decorated with blue, pink, and purple fabric, and has a massive figurehead shaped like a charging unicorn with a prominent gold horn. A name on the side of this ship reads Twinkle
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Revenants Vengeance from beyond the Grave Habitat: Forest, Swamp, Urban; Treasure: Any Wrathful spirits bent on revenge, revenants possess corpses and other materials, using them to seek justice or
vent their rage on those who wronged them. Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests. Cristi Balanescu Revenant Followed by a Graveyard Revenant
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Runic Circle The Runic Circle combines the functions of a giant’s spellbook, an astronomical chart, and a beacon to travelers beyond the stars. The ancient giants who created the circle traveled to
distant lands and other worlds. Those who stayed behind used the circle to maintain communication with explorers, helping them pilot their flying ships home. Standing stones form a great circle
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you
blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is, tales of overcrowding, starvation, and disease. Although we at the Voice of Breland sympathize with all who suffer, we refuse to ignore the deadly threat in our midst. The majority of Cyrans who
survived the Mourning did so because they were beyond the borders of their nation. And why is that? Because they were soldiers.
The Sharn Inquisitive talks about starving children and ailing
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, the gates open as they approach, allowing access to the tunnel beyond. If the characters arrive here unescorted, the gnomes refuse to open the gate. Tunnel The tunnel has a 30-foot-high ceiling, and
end of the tunnel is a smaller door made of stone reinforced with adamantine (see the “Doors of Blingdenstone” sidebar). Fifteen-foot-high ledges in alcoves flank the door. The ledges are currently unguarded, and the stone door opens easily to reveal the caves of Inner Blingdenstone beyond.
Compendium
- Sources->Dungeons & Dragons->Rrakkma
are slick because of the water and walking on them is normally no trouble. However, once combat begins, anyone charging across the floor must make a successful DC 15 Dexterity (Acrobatics) check or
star spawn seer to investigate the complex beyond the portal and make certain the ritual to charge the Gith Capacitor was not interrupted. Playing the Pillars COMBAT
The star spawn manglers take
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Wandering Outcasts Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all
curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of a hand, amid stains of dried blood.
Distant Voices. Echoes of distant voices occasionally fill the room, emanating from 10-inch-long, 5-inch wide vents in the ceiling (see “Echoes” below
).
Secret Door. A secret door leading south is obvious from this side (no ability check required). It has two eye-holes bored into it at a height of 5 feet, allowing a creature to peer into area 2a beyond
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
darkness beyond the range of the characters’ light and darkvision. As characters move toward the apparent source, the echoes become more distant, as though originating somewhere else. Unless the characters
walls beyond your circle of light. The air is cold and damp, and you can hear a waterfall somewhere in the blackness, along with faint echoes of battle.
The echoes of battle are always in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. Specimens Characters who listen at either door to this room hear strange clicking noises from beyond. Hook Horror. A hook horror is trapped in the room, but there’s more to it than meets the eye
eyes, stirge hooks, flumph tendrils, troglodyte claws, demon ichor, gelatinous residue, and other worthless creepy bits. At your discretion, some useful spell components might lie amid the refuse.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Living Spell Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that refuse to dissipate. These so-called living spells haunt the places
+2, Stealth +4
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Mournland A wall of dead-grey mist surrounds the remnants of Cyre. Beyond the mists lies a land twisted by magic, a wound that will not heal. The land is blasted and strangely transformed. In
some places the ground has fused into jagged glass. In others, it is cracked and burned. Broken bodies of soldiers from various sides litter the landscape — soldiers whose dead bodies refuse to decompose
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
17. Midden As the characters approach this area, a foul stench begins to rise. When the door is opened, read: The stench from the chamber beyond the door delivers a punch like an angered demigod. The
floor slopes toward an open pit at its center, and is covered in a layer of waste, blood, and viscera.
The temple residents bring their refuse to this filthy chamber, including organic waste from
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
market attracts visitors from distant lands with delicious foods, rare treasures, and all manner of unpredictable fortunes. Tourists nicknamed this ever-changing district the “Dancing Night Market
” due to its festive atmosphere and the colorful displays of magical lights that illuminate vendors’ wares. Beyond Siabsungkoh’s regional market district, lush jungles are home to rare plants and animals
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Sewers The upper wards of Sharn use a network of chutes to funnel garbage down into the sewers. Refuse and filth is channeled into cavernous midden chambers, where it is left to rot or be
protects the purification chambers. Beyond these small, vital areas, the sewers are lawless. Though the sewers were never intended to support a population, over the centuries a subculture has evolved in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
least 50 feet ahead of characters who do so. It attempts to lure creatures into area 7 and provoke a battle with the minotaurs. If the characters refuse to follow the will-o’-wisp, it turns invisible
a lute carved of pale wood. The instrument has been smashed beyond repair. A silver-inlaid Elvish inscription on its broken neck reads “Korynn.”
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
beyond, reaching distant Zakhara, Kara-Tur, and even Maztica. His work focused on conjuration and elemental evocation, so he often kept elementals and genies for company. Xonthal prized solitude, so he
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
such as etherealness and astral projection allow characters to enter these planes and traverse them to reach the planes beyond. The Ethereal Plane is a misty, fog-bound dimension that is sometimes
white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.






