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Returning 35 results for 'before bone defusing cultures remain'.
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before been defusing cultures remain
Monsters
Vecna: Eve of Ruin
attacks.
5
Pteranodon. The bone roc doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
6
Roc. The bone roc’s size is Gargantuan, and its flying speed is 120 feet. Its Hit Dice remain unchanged.
PoisonBludgeoning
Multiattack. The bone roc makes one Beak attack and two Talons attacks.
Beak. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Beak"} to hit, reach 5 ft., one
Magic Items
Forgotten Realms: Adventures in Faerûn
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
urges its wearer to spread dread and destruction wherever possible.
Destroying the Crown. The crown is destroyed if it is worn by Myrkul's successor, Kelemvor, while he sits on the throne of Myrkul's former realm, the Bone Castle.
Skull Lord
Legacy
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Monsters
Mordenkainen’s Tome of Foes
level (2 slots): cloudkill, cone of cold
6th level (1 slot): eyebite
7th level (1 slot): finger of deathMultiattack. The skull lord makes three bone staff attacks.
Bone Staff. Melee Weapon Attack: +8
;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bone Staff"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Bone Staff
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Master of the Grave"} hit points whenever it starts its turn there.
Unusual Nature. The skull lord doesn’t require air, food, drink, or sleep.Multiattack. The skull lord makes three Bone Staff or
Deathly Ray attacks.
Bone Staff. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Bone Staff"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation
Equipment
proficiency in Arcana. To complete a body modification, the subject must remain inside the tank while the operator touches the metal orbs outside the enucleator for 1 hour. If this work is interrupted
, the creature in the tank takes 55 (10d10) necrotic damage; they remain unmodified unless the process is started over.
In Lord Syuul’s absence, the enucleator has enough energy stored to make
Monsters
Mordenkainen's Fiendish Folio Volume 1
, and can disturb or disrupt many creatures acclimated to the lightless depths. If a blindheim chooses to focus its gaze, this energy can even char flesh and bone.
Opportunistic Mercenaries. Blindheims
offense. In the minds of the blindheims, the sun could not possibly have forgotten their great and heroic theft, and anything said to dispel the belief that they remain infamous and feared by all folk
Orcus
Legacy
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Monsters
Out of the Abyss
.
Master of Undeath. When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely
. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Master of Undeath. Orcus can cast animate dead (at will) and create undead (3/day). He chooses the level at which the spells are cast, and the creatures created by them remain under his control
River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains
Species
Acquisitions Incorporated
migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often stricken with wanderlust, keeping their possessions limited and
steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that protect, but they rail against laws that restrict and oppress
Young Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
seeing the deepest places in the ocean.
8
I find I rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation
artist so as to maintain an adoring cult of drow and duergar admirers.
3
A rather snooty bone naga serves as a young deep dragon;young deep dragon's loyal butler, as it did for the dragon’s
Shifter
Legacy
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Species
Eberron: Rising from the Last War
shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral
in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use “wandering
Genasi
Legacy
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Species
Elemental Evil Player's Companion
entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into
up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.
In contrast, water and earth genasi have no common history. Individuals have difficulty
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
is 120 feet. Its Hit Dice remain unchanged. Bone Roc Huge Undead, Typically Neutral Evil
Armor Class 15
Hit Points 133 (14d12 + 42)
Speed 15 ft., fly 90 ft.
STR
18 (+4)
DEX
20 (+5
Bone Roc Brynn Metheney Bone rocs often serve as flying mounts for undead soldiers A bone roc is a birdlike Undead that can incorporate the bones of multiple flying creatures. Despite their name
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
have need. The gods play a role in the lives of nearly everyone, from the mightiest lord to the meanest urchin. The various races of Toril worship their pantheons, which remain largely the same from
region to region, with different cultures and societies emphasizing some deities over others. Although exceptions exist — the gods of Mulhorand, for example — all the gods are revered across all of Faerûn.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sovereign Host, or the Dragon Below, superstitions inform your path. Clan or Tribe? The people of the Shadow Marches are split into two distinct cultures. The clans blend the traditions of human and orc
contrast, the Marcher tribes maintain traditions that predate humanity. As nomadic hunter-gatherers, they don’t work metals; they make their tools from stone, hide, wood, and bone. If your character
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Grabby Pillars Ropers. Three ropers are disguised as 10-foot-tall pillars of rough-hewn stone that extend from floor to ceiling. Lying on the floor between the pillars is a key of bone. Set into
depict Underdark caverns and fungi forests.
Teleport Trap. A teleport trap (see “Teleport Traps”) fills the space marked on the map.
The 6-inch-long key is carved from a dragon’s finger bone, and its
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
quickly adopted the cultural practices of the areas into which they migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often
belongings strapped to their backs. Even when they are happily steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lord makes three bone staff attacks.
Bone Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage.
Legendary Actions
The
spent legendary actions at the start of its turn.
Bone Staff (Costs 2 Actions). The skull lord makes a bone staff attack.
Cantrip. The skull lord casts a cantrip.
Move. The skull lord moves up
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the towns contain trace evidence of the immigrant cultures that birthed them. This evidence is carved into houses, statues, and other fixtures. For example, the dinosaur carvings on the older
buildings of Good Mead remind folk that many of its original settlers were Chultan. Residents of Ten-Towns tend to remain indoors when they’re not working, since it’s so frightfully cold outside, which
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The Ssethian Scourges The Ssethian Scourges were three spirit nagas that fought the yuan-ti of the Slitherswamp, eventually claiming victory. Only two spirit nagas remain, Excrutha and Serakath
, along with their thralls and the remnants of the third spirit naga, Hexacali, who was destroyed and transformed into a bone naga by the yuan-ti. The spirit nagas maintain a stable of thralls and use a rod
Orc
Legacy
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Species
Volo's Guide to Monsters
for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
more than a few hundred members, because a larger group would need a prohibitive amount of resources to remain strong. As a rule, a tribe is violently hostile toward any other tribe it meets, seeing the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
.
Actions
Multiattack. The skull lord makes three Bone Staff or Deathly Ray attacks.
Bone Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 21 (6d6
actions at the start of its turn.
Attack. The skull lord makes one Bone Staff or Deathly Ray attack.
Move. The skull lord moves up to its speed without provoking opportunity attacks.
Summon
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, their upper age limits remain subject to speculation. Alignment. Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become
your choice. This language typically has some connection to one of the areas or cultures that has been part of your life.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their
to the east. Some remain in their ancient homeland. In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
circle is a skull with pinpricks of purple light in its eye sockets and two skeletal arms hanging below it, one of which clutches a bone dagger. (This is all that remains of Nester, one of Halaster’s
skull and hanging skeletal arms are all that remain of him; they move like they’re attached to an invisible body. Nester educates Dweomercore’s pupils in the art of necromancy, but his knowledge has
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Age of Demons The Age of Demons is shrouded in myth, and explorers rarely find ruins from that ancient era. But a few sites remain, particularly in the Demon Wastes and Q’barra, kept relatively
at random 8 A weapon made from dark metal that dims the light immediately surrounding it 9 A die made of petrified bone with mysterious glyphs on the faces 10 Glass bangles of shifting colors that make
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, who otherwise dwells in area 15. When in the company of visitors, the erudite arcanaloth tries to remain civil even while impersonating the Mad Mage. It describes the academy in glowing terms and sings
top of the stairs leading down to level 10. For safe passage through Dweomercore, it requires one of the following:
A payment of one magic item per party member Slaying the bone devil in area 47 If
Kobold
Legacy
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Species
Volo's Guide to Monsters
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
, and can eat just about anything, including meat, fruit, tree bark, bone, leather, and eggshells (a newly hatched kobold’s first meal is usually its own shell). A hungry tribe leaves nothing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
memories. They collect the histories and lore of those they live among, guarding cultures’ stories and passing them on to new generations with infallible accuracy. Guardian nagas that outlive their
host civilizations might linger in whatever ruins remain, preserving the civilizations’ stories so their lost people might live on. Roll on or choose a result from the Guardian Naga Lore table to
Compendium
- Sources->Dungeons & Dragons->Divine Contention
1d4 + 1 rounds. The cultists in area E5 remain where they are but begin their summoning chant. Treasure. The cultists carry 170 gp and 105 ep in loose coins, as well as five potions of healing
. Zombie Lair in Water E3. Wine Cellar Small, round peg holes on the walls are all that remain of the wine racks that once lined this cellar. The cultists use this space to house their mindless dead. There
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
character who searches her body, making a successful DC 10 Wisdom (Medicine) check finds the tip of a blade made of bone in a fatal wound in Manda’s stomach, and with a successful DC 18 Intelligence
, Marciano ordered everyone in Leilon Point to remain inside until further notice and wait for help to come from Leilon. Marciano describes the raiders as green-scaled monsters with finned heads. After
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
for the characters and ready to fight. If they have not been warned, the gricks remain alert but the cultists are distracted as they try to cast a spell under the cult fanatic’s watchful eye. Familiar
scrolls on the floor turns up a spell scroll of counterspell. B13. Sacrificial Remains Mounds of ash and bone dropped down from area B7 after Lord Viallis’s rituals are piled up in these locations.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and basilisks leave to investigate. The triceratops stampedes toward area 1 if attacked or threatened with fire. 4 1 bone naga, 2 minotaur skeletons The undead remain here. 5 Fenthaza (yuan-ti
malison), 4 yuan-ti broodguards, 3 swarms of poisonous snakes The yuan-ti remain here, pulling reinforcements from area 2. The swarms are confined to the pits. 2 Soakosh (yuan-ti pureblood), 4 yuan-ti
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Margrave Imran Rendulkar (human) Bone of contention between Keoland, Veluna, and Ket Geoff, the Grand Duchy of Grand Duchess Owena Blackthorn (human) Isolated fiefdom with a long history of battling
where different cultures have mingled for many centuries. Keolish folk often garden, maintain close family ties, have a down-to-earth nature, and love storytelling. The clothes worn in Old Keoland tend
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
mimics in disguise. They are magically compelled to remain in this room and adhere to creatures only when Granny Nightshade orders them to do so. The mimics are trained in nonlethal combat
bone, insisting that the characters drink up. On occasion, she reaches around with one of her arms and winds up her key. If the characters belittle or threaten her, Granny Nightshade orders her mimics






