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Returning 32 results for 'before body devising continent respectively'.
Magic Items
Forgotten Realms: Adventures in Faerûn
A wizard named Damara created this orb while devising a way to become a dragon. Aided by a mysterious magician (actually an aspect of Tiamat in disguise), Damara eventually created an Artifact that
DM’s control. The type of chromatic dragon depends on your alignment and personality and is left to the DM to decide. The transformation is permanent, but if the dragon is slain, its body
races
Player’s Handbook
, including worlds in the Material Plane.
Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need
shaped by it. Some drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, including worlds in the Material Plane. Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In
drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
worlds in the Material Plane. Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In that state
individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik. High Elves
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M10. Treasury This solitary building is set atop a small floating islet within an area of open space punched down through the main body of the monastery’s island. It is held aloft on its own
drawn into the jar, where it remains desperate to be reunited with its body. As with the other brains in jars, this brain can be negotiated with. If a character succeeds on a DC 15 Charisma (Deception
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
turned on the others, killing noble Siberys and scattering the pieces of his body. Eberron fought Khyber, but couldn’t defeat the dark wyrm. And so Eberron wound Khyber in her coils and transformed
, source of demons and foul things. And the ring around our world is the broken body of Siberys, the Dragon Above, whose blood is the source of all magic.
This cosmic struggle was merely the first of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dies, one or more eggs form in the dragon’s decomposing body. These eggs might grow like fungus as the body rots away, they could appear among the ashes after the body is consumed by fire, or they might
result of divine intervention.
7 Spontaneous Formation. Dragon eggs arise naturally in certain regions, often in underground veins of metal ore or gems for metallic and gem dragons, respectively, or
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
center of the body is a large eye that stares at you.
“Hello,” says a thick, burbling voice inside your head.
Spectator
The monster that guards this room is a spectator. One of the human
harnessed to permanently enchant magic items. However, any nonmagical weapon or armor bathed in the green flame for at least 1 minute becomes a +1 weapon or +1 armor, respectively, for 1d12 hours (see
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
century of life, adult dragons are mighty beings, akin to characters in the third tier of play (levels 11 to 16). An adult dragon’s influence can extend across a whole region or continent. Most adult
mates or as members of a special alliance or organization.
A whole continent, about 3,000 miles across, might include the territories of hundreds of young dragons and dozens of adults, but rarely more
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
devising tactics and carrying out plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions, becoming the masterminds behind vast conspiracies and intrigues that culminate
control, unless the Humanoid is restored to life or its body is destroyed. The deathlock can have no more than twelve zombies under its control at one time.
Grave Bolt. Ranged Spell Attack: +5 to hit
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Grim. Loyal and tempestuous, she leaps into the fray with a thunderous cry. The one-armed warrior’s face and body bear the scars of countless duels, and the gnarled haft of her trusty battleaxe is
patron deities of fire and frost giants, respectively—regularly send hulking subjects to pillage the wintry camp, darkening its skies with ash and snow. Meanwhile, nomadic groups of mountain bariaurs hold
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Crooked teeth
5 Notably overweight or underweight
6 Elongated, sinuous body
7 Shortened, stocky body
8 Coins or gems embedded in hide
9 Sculpted horns or claws
10
K’rshinthintl and Claugiyliamatar are called Cyan Bloodbane and Old Gnawbones, respectively. When naming a dragon, take whatever approach appeals to you. But bear in mind that dragons need memorable names
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
and kindly monodrone modron, Gearbox has been sent as an agent of Mechanus to investigate Kwalish’s works and experiments. Its mechanical body has been programmed with several unique utility powers
her potions. Mary strikes an eerie, witch-like figure, surrounded always by swirling magical-mechanical trinkets of her own devising. She is often seen shuffling a deck of several things, and will try
Magic Items
Infernal Machine Rebuild
body of the user and trailing behind them. When so attached, the wire becomes invisible, astral, and extends to virtually infinite length.
As long as the wire remains intact, the attuned user can make
make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising.
05
You emanate a weak magnetic aura
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
end of the nave, a throne resembling a twisted metal captain’s chair rises from a metallic dais backed by an ornate arch. There sits the Grand Master of the Distressed Body — a bone devil flanked by
are taken to the cells in area M6, where you can create escape scenarios for them of your own devising. Death of the Grand Master. If the Grand Master is slain, the bone devil is revealed to be an
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Faerûn The vast central continent of Toril, Faerûn is a land mass divided by a great sea known as the Inner Sea, or the Sea of Fallen Stars. The lands beyond the North can be roughly divided into
scapegoats. Lands to the East To the east lie many of the older nations of the Realms, including the Western Heartlands of Faerûn — those civilizations centrally located on the continent, and thereby
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
lamp oil, pickaxes, shovels, and other gear. Amid the supplies, you see the body of a dwarf, dead for at least a week.
The northeastern section of the cavern has collapsed, forming a ten-foot-wide
at the bottom of the pit leads northwest toward area W2 and east toward area W3. Goblin Body. Slumped at the bottom of the pit is the body of a strange goblin with an elongated skull and green streaks
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
). These locations are keyed to map 2.2, map 2.3, and map 2.4, respectively. Most of these descriptions highlight what the areas contain if a devil attack has not taken place there. Based on the encounters
contains an elaborate, upright sarcophagus holding the body of a former high priest of Torm. A sarcophagus can be opened with a successful DC 20 Dexterity check by a character proficient with thieves
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
use one or both of these approaches to roleplay their characters.
Active Roleplaying. In active roleplaying, you speak with a character’s voice and might echo their body language, like an actor taking
negative circumstances, respectively. See the D&D Beyond Basic Rules for more on Advantage and Disadvantage.
In the “Bandit Ambush” encounter, Pral is Hostile, so characters have Disadvantage on checks to
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
), respectively. H5: Sinkhole Massive crystal formations line the walls of this small cave network. Where the caves end, a sinkhole in the rock floor plunges fifty feet. At the bottom of the pit is a sandy grotto
a memorial to Haskasori’s final ruler, Yaarnak. The ruler’s body isn’t interred here, though; his corpse rests in a separate tomb (area H13). The statue depicts Yaarnak’s bizarre emblem of rule: a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
they die, as the body dissolves into pale light and leaves no clue to where the soul has gone. Vulkoor Drow of the world of Eberron worship a scorpion-god named Vulkoor, which is their world’s
equivalent of Lolth. Vulkoor is often portrayed or envisioned as a giant scorpion or as a hybrid creature with the head, arms, and upper torso of a strong male drow and the lower body of a scorpion. The dark
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Serissa views the arrest of her sisters as a sensible precaution. On Serissa’s orders, Uthor has Mirran and Nym confined to their towers (areas 30 and area 31, respectively), with a storm giant guard
thinks that giants and small folk can learn to coexist peacefully, though Iymrith and Uthor would have her believe otherwise. Serissa is mourning the death of her mother. Queen Neri’s body was recovered
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
end at five bells in the morning, one bell in the afternoon, and nine bells at night, respectively. Each shift consists of a priest of Chauntea (NG male or female Illuskan human), four acolytes (NG
attraction — dubbed “the Yeti” during his heyday because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. Miros is a staunch supporter of the Emerald
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
complete this activity, a character must perform three sets of continuous squats and succeed on three incrementally harder Constitution checks—DC 10, DC 13, and DC 16, respectively. A character who
told that they are feeling toxins and impurities leaving their body as a result of the healthy living the temple promotes. The hag keeps her awful ingredients hidden in a secret compartment in the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
with an intricate puzzle lock, requiring the body and lid of the jar to be moved at the exact right place and angle to open. A character can open the lock by succeeding on a DC 15 Intelligence
southeast, respectively. A shaft leads to the upper level.
The mine shaft is 30 feet long and ascends to the outpost’s bunks (area Z4). If the characters fixed the elevator in the bunks, they can use
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
feet tall and thirty feet long. The creature’s head has two long feelers and multifaceted eyes, and its carapace gleams with a silvery sheen. Its tapered body swishes from side to side as it crawls
blinking. The wireframe windows mounted above the console are magic projection screens that act as security cameras, showing the interior of the tower (areas B1, B2, B3, and B4, respectively). Stonky 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
end of the cavern. A skeletal figure lies sprawled across the floor, its head pointed toward the narrow stream.
This underground spring supplied the haven with fresh water. The body is that of an
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Mortuary, which used to reside in the ward, have been bitten off by the neighboring Lady’s and Hive Wards, respectively. Still, the Lower Ward remains a necessary industrial powerhouse in the City of
golem that answers to his command. The Ditch The Ditch is Sigil’s only body of water, a reeking morass where locals cast their refuse. Its corrosive waters lie along the rough border between the Lower
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and the casks contain wine. The staircases lead to areas P6 and area P8, respectively. Storage Closets. Both storage closets are locked. Oren (see area P3) and Anisetta (see area P8) carry keys to
evil wormed its way into the shard solitaire’s extradimensional rift and became trapped here, just as we are. This entity has a mind, but no body or soul. I believe it comes from a dimension called
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
to an end a few months ago when the ship collided with the body of a dying god. Strange Magic. The ship’s prow was outfitted with “fancy magic stuff” beyond the githyanki’s understanding. This magic
stretching toward the stern segment and the starboard segment, respectively. These tethers indicate the links between the wards and the runes in these respective locations. Z19: Safe Room An
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
incense burner are silver, worth 10 gp, 3 gp, and 5 gp respectively. The chest contains 20 gp and a potion of water breathing. 19. Senior Shaman’s Sleeping Quarters A single cot rests by the south wall, an
, 5 gp, and 3 gp each, respectively. 36. Royal Bath This bare, stone-flagged room features a twenty-foot-square pool of clear water at its center. The floor of the pool is stepped to provide easy
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
chamber. Dark vapors rise from the cauldron, and a huge, dragon-like monster is coiled around it. The dragon’s body twitches slightly, and its closed eyelids flutter as it dreams.
Two figures are
floors of the five cages are currently suspended above the sludge at heights of 10 feet, 20 feet, 30 feet, 40 feet, and 50 feet, respectively. Each cage’s height is controlled by one of the levers on the






