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Returning 35 results for 'before border diffusing change relatively'.
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Monsters
Dragonlance: Shadow of the Dragon Queen
the Material Plane while she is in the Border Ethereal, and vice versa, yet she can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60
after the possession ends.
Change Shape. Leedara magically assumes the appearance she had in life, and her creature type changes to Humanoid, while retaining her other game statistics. This
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
naming traditions of their ancestors.
The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Setting Khorvaire is a sprawling continent with plenty of thinly settled frontiers, so it’s relatively easy to find a good place to set Princes of the Apocalypse. Here are a few examples: In western
Aundair, the wilderness around the town of Wyr is a good choice; the Eldeen Reaches function as the High Forest does in this adventure. In Breland, the small city of Xandrar on the northern border can
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
.
Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0
attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
or that support the campaign’s theme. The number and effects of the cards provided in the Dungeon Master’s Guide are suggestions you can change as necessary. The deck has had many variations over D
&D’s history, so when you change it, you’re in good company! Here are examples of customized decks that reinforce a campaign’s tone, appeal to particular kinds of players, or avoid specific dangers
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Change Shape
attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
, kobold females aren’t exempted from war or work. Furthermore, kobolds can slowly change sex. If most males or females of a tribe are killed, some survivors change over several months until the
, since food is relatively scarce in such areas.
Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Keranos’s Champions Keranos sees his champions as tools to bring insight and change to the world. He doesn’t contemplate the moral or ethical consequences of his insights, believing that such
prophecy, or bringing vengeance down on the storm god’s enemies. He uses his champions as agents of change to bring about a great epiphany, as instruments of vengeance against those he feels have wronged
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Frostfell, forms the border between the Plane of Air and the Plane of Water. This plane is a seemingly endless glacier swept by constant, raging blizzards. Frozen caverns twist through the Plane of
, and red dragons, as well as creatures from the neighboring planes. Lava flows down the slopes of these mountains toward the Plane of Fire. Plane of Ooze The border region between the Plane of Water
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
embellishments shouldn’t change the actual effects of spells or magic items. Prison of Souls Everyone among the Domains of Dread is a prisoner. The Darklords number among the most prominent captives, but
another plane. These restrictions apply to all other effects, including magic items and artifacts that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. These restrictions apply to magic items and artifacts that have properties that transport or banish creatures to other planes as well. Magic that allows transit to the Border Ethereal, such as the
etherealness spell, is the exception to this rule. A creature that enters the Border Ethereal from Undermountain is pulled back into the dungeon upon leaving that plane. Magic that summons creatures or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in those perceptible regions, appearances
can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
new supply of soarwood could literally change the world, and even convincing the elves of Aerenal to part with more of it would be an achievement worth a handsome reward from House Lyrandar. How It
Works A standard airship (at least as far as standards have been defined for this relatively new creation) looks similar to an oceangoing ship but is rigged with control fins and rudders rather than
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a border region, while extensive
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
in Limbo. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in
perceptible regions, appearances can be deceptive. Initially, an Outer Plane might appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whim of a deity
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
territories of the great human poleis to the dizzying peaks of the Oraniad Mountains. The line between legend and location often blurs in Theros, though. While the residents of a polis can be relatively
of sites are true by mortal standards, details might change as the gods please. As such, journeying between places is most reliably conducted by employing guides or maps specific to a single
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
recently been sensed north of the lighthouse, and relatively close. All the activities mentioned in this section are introduced or talked about in the “Franchise Tasks and Downtime” section in chapter 2
to officially change territories, nothing prevents them from quietly checking out the commercial landscape in the area. Characters searching the sea caves along the cliffs near the lighthouse might
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, and the relatively small stature of present-day humans is a mark of their degeneracy. Others imagine remote realms—cloud castles or lost continents—where Brobdingnagian people dwell, set apart from
to make amends for his past villainy. One factor that influenced his change of heart was Bigby’s recurring encounters with Diancastra, a demigod revered by many giants. Throughout this book, we see
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
potential to change the direction of a campaign. It isn’t, however, a particularly good way to kill off characters or end a campaign.
If you and your campaign conspire to wreck a ship on which the
disadvantage. In a dead calm (no wind), ships can’t move under sail and must be rowed. A ship sailing against a strong wind moves at half speed. Visibility A relatively calm sea offers great visibility
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
among the Lords of Waterdeep to not only reverse it, but to restore titles and lands to noble families who lost them through folly. The change has won her much support among the nobles. Now Zhents and
neighborhood of many winding streets, where folk are comfortable making deals that might in other places provoke the displeasure of the law.
Field Ward. Of relatively recent vintage, the Field Ward stands
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
float in the air. The Second Sundering A century after the Spellplague, the lands and peoples of Faerûn had become accustomed to the state of things — just in time for everything to change again. The
army to come to the aid of the Dalesfolk. Netheril brought forces to Cormyr’s border, and Cormyr was drawn into a war on both fronts. Throughout this period, tales began to spread of individuals who
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
happily sunning itself on the rock’s surface. Time and distance in the Feywild are mutable, as is the plane’s geography. Roads are uncommon, and those that exist are as likely to change as the land around
another archfey’s domain can surround their domain’s border with walls of shimmering mist or some other magical effect that hides the domain from view and, if the archfey wishes, prevents creatures from
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
over to drop off their gear, four cadets march toward them. One of those cadets—a confident-looking moon elf—hurls her kit bag onto the bunk before the character can get there. “Change of plan, greenie
. Although relatively inexperienced in comparison to some of the other instructors at the academy, Saerthe is an experienced spelljammer. Their eyes shimmer like pools of quicksilver, allowing them to see
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
maintain strongholds along the border with Ket, most of their energy is spent defending against giants and dragons in the western mountains. The Watchers are sworn to an ascetic and disciplined code
. Separated from Eastern Oerik by the Tilva Strait, Hepmonaland is a relatively small continent that few people of the Flanaess known much about. Those who have explored the north spur of Hepmonaland
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The sunken Netherese tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter. If this change occurs, the
simulacrum effectively becomes a clone of Dzaan, authentic in every way. Dzaan’s stat block and abilities change as follows: He has spell slots appropriate for a 9th-level wizard (four 1st-level spell slots
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
that the Cult of the Dragon is likely to succeed in summoning Tiamat does she change her mind. However, she doesn’t trust the adventurers with leadership unless their deeds in the field and at the
truth, Isteval has been drafted by Cormyr to gain insight into what looks to be a war brewing on its western border. Isteval has too much respect for the other delegates to hide this information from
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that the Cult of the Dragon is likely to succeed in summoning Tiamat does she change her mind. However, she doesn’t trust the adventurers with leadership unless their deeds in the field and at the
truth, Isteval has been drafted by Cormyr to gain insight into what looks to be a war brewing on its western border. Isteval has too much respect for the other delegates to hide this information from
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
change and the struggles for power that result that humans often stray from the righteous path. Perhaps the light of the Companion will show them the way. Elturel’s Guard Sometimes called the Kingdom
Elturgard. The knights can’t afford to be anything but vigilant, and fortunately for the folk of Elturgard, they are just that. I regard crossing the border into Elturgard as a relief, for it usually
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
that the Cult of the Dragon is likely to succeed in summoning Tiamat does she change her mind. However, she doesn’t trust the adventurers with leadership unless their deeds in the field and at the
truth, Isteval has been drafted by Cormyr to gain insight into what looks to be a war brewing on its western border. Isteval has too much respect for the other delegates to hide this information from
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
by how much, or you can simply increase it by 1 or 2 as you see fit. Many Mournland creatures have mutations that are purely cosmetic and don’t change their stat blocks. For example, one might have
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
reputation, are by all accounts no longer the cadre of thieves, assassins, and evil wizards they once were. And strangely enough, according to my source among the Zhentarim, that change in character can
occupation in a relatively flat and defensible valley called Darkhold Vale. Darkhold Vale contains a small settlement of the same name, consisting mostly of shepherds who tend their flocks in the high
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
change, they set fire to outdated and oppressive institutions, letting the ashes pave the way for something new. Wreakers vehemently oppose rigid laws, especially those that serve bureaucracies more
state of superior being. Factol Saladryn (neutral, elf archmage) guides the relatively young faction. She rarely sojourns beyond Sigil anymore, sacrificing her own journey of personal discovery to lead
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
inland sea, its waters tainted by volcanism and undrinkable. Around its perimeter is a conglomeration of city-states and minor baronies typified by the shifting domains known as the Border Kingdoms. Here
place Aglarond will be in a generation’s time, except that its potential for great change will be realized. REGIONS OF THE REALMS
Just as “the North” describes an area that includes a number of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
and Gorat are both given keys to the vault.
11:30 AM Drinks and lunch in the tavern. Rala steals Gorat’s key, then sneaks off to steal the belt of dwarvenkind from the vault.
1:30 PM Change
. Despite how strong the doors and magic of the vaults are, the walls between adjacent vaults are relatively thin. Dealing 40 bludgeoning or force damage to an inner wall creates a hole wide enough for a






